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spamurai

Basic continuous commands....

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More basic questions:

Todays example is a tank that serves as an endgame goal for a mission. I need to monitor the tank throughout the mission and perhaps update the players about it's status during certain events.

1) I know about getdammage

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">getdammage _tank

Would fetch me the current damage on the _tank

from 0.0 to 1.0. How do I fetch this information whenever the tank gets hit? In other words, whenever _tank gets hit, ArmA broadcasts a hint like "Your Tank is taking hits!"?

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The next question about vehicles is regarding a way of imitating a the state of _tank having a broken track. Is there a way to break a tanks track, and just it's track, as an event? Right now I just adjust the vehicles fuel level to nearly zero with setfuel to keep the _tank from driving around. However, it would be nice to keep the engine running and the vehicle might run out of fuel before the mission is over (and I don't want the AI complaining it's out of fuel all mission long). How would a command to refuel the vehicle once in a while look like?

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Is there a simple way to modify the attributes of a unique instance of a vehicle during a mission? For example, making the objective _tank invincible so it isn't destroyed during a cutscene or increasing it's Armour value so it can take a few more hits then normal without changing all similar vehicles to be the same?

I was thinking of just making a new custom vehicle using the originals model (is there a tutorial for just modifying the stats?)

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1.

tank addEventHandler ["hit", {hint "Your tank is taking fire!"}];

tank addEventHandler ["damaged", {hint "Your tank is taking fire!"}];

Try those

2. and 3. Not sure

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1.

tank addEventHandler ["hit", {hint "Your tank is taking fire!"}];

tank addEventHandler ["damaged", {hint "Your tank is taking fire!"}];

Try those

2. and 3. Not sure

thanks smile_o.gif

I kind of expected this would be some sort of eventhandler, I was reading This Thread about them and they seem to get complicated pretty quick in Multiplayer. However, very useful none the less.

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Ref the link to the OFPEC thread; Remember, those where the old Flashpoint days, I'm pretty sure much have changed since then. wink_o.gif

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3.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

tank addEventHandler ["hit", {tank setdammage 0}];

tank addEventHandler ["damaged", {tank setdammage 0}];

there's your invincible tank.

as for busting parts of tanks (or any vehicle), the only way i know how is with a lot of trial and error, setpos explosives relative to objects centre (eg to take out a tail rotor might be 3 nades 10m behind getpos of chopper).

As for unlimited fuel, your almost there with how u empty it.

i'm not upto sqf yet, but this will do it in sqs

init.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "fuel.sqs"

fuel.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#ere

tank setfuel 1

~120

goto "ere"

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For a never-ending fuel solution, you could try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

tank addEventHandler ["Fuel", {tank setFuel 1;}];

Place that in a script or the vehicle's init line, when "tank" has 0 fuel, "tank" will be refueled to full.

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