vostov 10 Posted June 30, 2009 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.) Share this post Link to post Share on other sites
jamesf1 0 Posted July 1, 2009 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.). Share this post Link to post Share on other sites
vostov 10 Posted July 1, 2009 Thanks a bunch James. I'm about to try it now. Share this post Link to post Share on other sites
vostov 10 Posted July 7, 2009 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? Share this post Link to post Share on other sites
jamesf1 0 Posted July 7, 2009 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 :) Share this post Link to post Share on other sites
Tajin 349 Posted July 7, 2009 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. Share this post Link to post Share on other sites
jamesf1 0 Posted July 7, 2009 Much better idea - hadn't really thought of that (but, then again, hadn't put much thought into the concept in general). Share this post Link to post Share on other sites