Guest Posted June 8, 2007 i just wonder if there is a line of command that returns where a bullet/rocket hit a tank/soldier/structure ? that will help implement dynamic destruction on units Share this post Link to post Share on other sites
mr.peanut 1 Posted June 8, 2007 Try reading up on event handlers. The "HIT" event handler fires whenever a unit is hit, although for vehicles the hit must cause a minimum amount of damage to register. Share this post Link to post Share on other sites
InqWiper 0 Posted June 8, 2007 Its actually the "Dammaged" eventhandler that registers where the unit/object was damaged. http://community.bistudio.com/wiki/Armed_Assault:_EventHandlers_List Share this post Link to post Share on other sites
Guest Posted June 8, 2007 ok it's for dynamic destruction of a tank i'm working on, i want left and right armor goes when hited by a missile (javelin at4 rocket hellfire....) you speak about event handler but i dont see any 'location' in the hit event ... just who die who shoot and level of damage... so if i want to use that i've to create an object/vehicule for each panel of protection, splited from the tank not helpful but thanks for reply anybody else ?? Share this post Link to post Share on other sites
Guest Posted June 8, 2007 youre the best man ... didnt seen that before but ye thats it : selectionName: String - Name of the selection where the unit was damaged ah ah ... so now does it work on buildings ? so we can easily implement dynamic destruct for them ... Share this post Link to post Share on other sites
mr.peanut 1 Posted June 8, 2007 You can't add event handlers to the default map objetcs. Share this post Link to post Share on other sites
Guest Posted June 8, 2007 ye but default map object are like object in tetris and in most case you cant enter it so i think there is no interior ... i was speaking of another island with only community buildings Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 8, 2007 No, the dammaged eventhandler only works on men or vehicles that can turn on their engines (and only while the engine is running). If the object is incapable of running an engine, the EH will be never be able to fire. It also only fires, like the hit EH, when the damage to the entire vehicle (so it's not going to fire if for example a piece of glass on a tank is hit with small arms fire) is quite significant, and it has a nasty habbit of firing multiple times when multiple selections are damaged and even the same selections are somehow damaged multiple times by the same hit (so it might fire 20 times for example if hit by a rather powerful explosive, and a lot could be of duplicate selections). And other than the dammaged EH, there's no easy way (porobably not even any practical hard way) to find out where rounds impact and what parts of objects are damaged. Share this post Link to post Share on other sites
Guest Posted June 9, 2007 ok (but i wanna try this too) can you tell me how to do that in a better way ?? thanks Share this post Link to post Share on other sites
fasad 1 Posted June 10, 2007 You might be able to use the intersect command. Share this post Link to post Share on other sites