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vostov

Boosting a given unit's hitpoints...

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I'm sorry but a depleted Uranium Armored Abrams tank doesn't go down from 1 or 2 T-72 bourne HEAT rounds. Is there a way I can script specific M1A1s to have twice or maybe 3 times the HP? (really this would be great with any unit.. actually..)

(this would also help make tank missions less.... repair intensive.... ''oh crap, I'm hit again... SUPPORT!!! HELP HELP!" ---- 20 miles and 2 miles later... the truck arrives.)

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A simple way to make each round that hits the tank do 1/3rd of the damage (place in the tank's Init box):

this addEventHandler["HandleDamage", {(damage (_this select 0))+((_this select 2)*0.33)}];

Kudos to Spooner for the investigations into the HandleDamage EH.

Of course, what might be better is to use the sample event handler to decide how to damage the vehicle based on the individual round colliding (e.g. to disable small arms fire damage, etc.).

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Thanks a bunch James. I'm about to try it now.

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A simple way to make each round that hits the tank do 1/3rd of the damage (place in the tank's Init box):

this addEventHandler["HandleDamage", {(damage (_this select 0))+((_this select 2)*0.33)}];

Kudos to Spooner for the investigations into the HandleDamage EH.

Of course, what might be better is to use the sample event handler to decide how to damage the vehicle based on the individual round colliding (e.g. to disable small arms fire damage, etc.).

Any other bit of script I could add to prevent small arms fire to eventually destroy the abrams tank?

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I've not even looked into that, but I presume the HandleDamage EH gives some way of determining what weapon caused the event. Sorry I can't be much more help at the moment :)

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I've not even looked into that, but I presume the HandleDamage EH gives some way of determining what weapon caused the event. Sorry I can't be much more help at the moment :)

Either that, or (which i would prefer) you make some sort of base resistance for the tank. Which means that only weapons doing a certain minimum amount of damage will do damage at all.

Requires only a simple if-statement to be added.

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Much better idea - hadn't really thought of that (but, then again, hadn't put much thought into the concept in general).

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