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Tinker

allow damage

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Intro to a mission, the AI deal with 2 incoming Heli`s. Usually all fine but. Problem is, just 10% of the time, 1 of the Heli`s crashes into base perimeter and takes out some troops. As it is just an intro, players need to do nothing but watch or hide, I would like to set all allies to allowdamage false. But cannot find a way to set them all back to true after 30 seconds.

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Isnt intros seperate from the mission? Whatever units set in the mission should be there when it starts... Even if their clones died in the intro.

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Sry, not an actual INTRO, just what happens as soon as the mission starts.

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{_x allowDamage false} foreach thislist;

!alive H1 and !alive H2

{_x allowDamage true} foreach thislist;

:D

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I was messing around with the F35 the other day and realized that if you spawned and EMPTY and FLYING one far enough away it does a spectacular barrel roll before plowing into the ground, and anything else in it's way. Spawn 6 of them and you have a real end of the world type thing going on. :)

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I was messing around with the F35 the other day and realized that if you spawned and EMPTY and FLYING one far enough away it does a spectacular barrel roll before plowing into the ground, and anything else in it's way. Spawn 6 of them and you have a real end of the world type thing going on. :)

:D

Added 2 of these to the start of mission 2. Looks awesome. Thnx.

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ha i did that but with the SU-45 it works better mainly because its bigger :D

also if you have enough patients you can make one crash and slide right up to your face with the nose of the plane touching yours(i did it once took about 10mins but didn't save so i cba to do it again)

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Yep, took some fiddling, but they just miss your heads on Insertion and crash 10M behind barracks.

:rotfl:

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