nuxil 2 Posted May 16, 2010 Hi all.. Im working on a mission where one of the tasks is to destroy a us navy fleet. 3x fregats, 2x destroyers and 1 lhd. thise object can not be used with eventhandlers.. or maybe i did something wrong, none of the event handlers i put on them ever executes. so after messing around a bit i came up with a methode using roadcones. i attached 30 roadcones around on the destroyer at variouse places. the dammage is calulated and when its at a sertan point it. i make the ship sink. i used eventhandlers on the roadcones. so i can check if it was hit and what ammo hit it. now im planning to do the same on the lhd. but its a damn boring work attaching all this roadcones to the ship. i guess i need about 100 or more. to make it somewhat usefull. anyone got a better idea how i can check if a ship is hit/dammaged by something?? the way im doing now is over kill with roadcones. Share this post Link to post Share on other sites
poweruser 10 Posted May 17, 2010 A trigger with !alive nameOfObject or getdammage nameOfObject > someDezimalNumberValue as condition, maybe? Share this post Link to post Share on other sites
nuxil 2 Posted May 17, 2010 umm. noo that dosent work Share this post Link to post Share on other sites
stegman 3 Posted May 18, 2010 I don’t think you can do it easily, sorry to say. The big ships aren’t vehicles, so you can’t use setdammage. Sounds like you got the right idea mate , pain in the ass though i bet. The best way i can think of would be to fake some explosions around them and have them slowly sink down into the water using setpossition ( I assume you are using this to make them 'float' anyway right?) But that wouldn’t be very realistic i guess.. you could implement the same sort of thing though, and have the explosions on the relevant part of the ship.. Back in OFP days i say an Arty script that would place a 50.cal gun, blow it up, and then delete the gun. Real fast like, so you wouldn’t see the gun, but the explosion remained behind. Share this post Link to post Share on other sites
VanhA-ICON 11 Posted May 19, 2010 Hi. I once experimented with this kind of issue. Un-PBO my "co16 Skooma sand lions" mission (Needs Panthera island) and see how I went with it.... Sorry but it's awhile since I made it and I'm too busy (and at work) opening up the files and copy pasting them.. I used created LGB bombs in middle of the hull combined with smoke shells. Then after each explosion I used setVectorUp command to tilt a ship more and more until it was capsized. Unfortunately I only got the tilting working on local. it is not seen on dedicated. (If someone solves that please let me know so I can make a fix in the mission) :) Share this post Link to post Share on other sites
Fuzzy Bandit 10 Posted May 19, 2010 I believe if you want something to update globally you have to use the 'setPos' command. Using that should update the model for everybody. Maybe use a code like (guessing the Vectors): ship1 setVectorUp [0, 0, 1]; ship1 setPos (getPos ship1); Just guessing. I'm pretty sure that using 'setPos' updates it for everybody in an MP game though. Share this post Link to post Share on other sites