F2kSel
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Can Eventhandler check for Object Damage
F2kSel replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
But it dosn't not on my pc anyhow SP. -
Can Eventhandler check for Object Damage
F2kSel replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this addEventHandler["hit","_this select 0 setdamage 0"] I don't think this does anything, I can set damage to 0.98 and if I put a shot into the crate it starts to burn, if the code was working nothing should happen if I understand it right apart from it being undamaged. -
Can Eventhandler check for Object Damage
F2kSel replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
KyleSarnik Even setting the armour to 0 still won't let the hit command trigger if only slight damaged is being caused. The crate will burn so damage is being done and this can be detected by a trigger. Using a trigger I can cause an explosion when the damage is greater than 0.98. I set the damage in the init line of the object first. I would have liked to have don it with a handler though. Squ33z3 I still don't get the global local thing and as I don't have two PC I really carn't get into it. Squ33z3 are you seeing the target go down on one PC and not on the other? I have seen things like that years ago in OFP. -
Can Eventhandler check for Object Damage
F2kSel replied to F2kSel's topic in ARMA - MISSION EDITING & SCRIPTING
Not quite correct I think an EventHandler is a bit like an (If command or a trigger ) that is attatched to an object. The command I used does work but not when I use it with an Ammo crate if I use it with a man it does work and blows him up when shot. -
Can Eventhandler check for Object Damage
F2kSel posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm am trying to find out if an ammo crate has be shot or damaged by using this line placed in the init of the object, it then calls a script and goes bang but it dosn't. "amo1 addEventHandler [""hit"",{[amo1,4,""Sh_105_HE""] exec ""DamSmoke.sqs""}]"; }; Would get damage work and can I use that in an Eventhandler? -
Excellent that was going to be my very next question, I thought it was something to do with onLoadMission but didn't know what to change. Thanks Guys.
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Ok thanks thats one place I would never thought of looking. Cheers.
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Sorry I'll try again. I took one of the multiplayer missions CleanSweep and edited it using the game editor, however I carnt see where I can change the name of the mission title. I've looked in intro and breifing but don't see anything that cantains the title or the number of player ie Coop 1-6. I have changed the folder name to say New CleanSweep and exported it to MPmission but in the mission list it still says CleanSweep Coop 1-6. I just don't know where the information is located.
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I used an existing mission and changed it to what I wanted but I carn't see where the Mission tittle is and the bit that tells you how many players it's for. Can anyone tell me what I need to look for?
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Grandma Drives/sails faster
F2kSel replied to supergruntsb78's topic in ARMA - MISSION EDITING & SCRIPTING
I've also had ago with the Velocity script in Arma and it does look useful but without more info on how to control I carn't do much with it. -
Why not just use the probability of presence option when you place them on the map.
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Thats something I didn't know either, I also noticed you can group several objects to the same markers and as long as you spread them using the placement option you can really random things up.
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It's worse than I thought, you can stand behind virtually any object and the AI won't shoot you. I just placed a few road cones infront of me and could stand there all day in full view without a shot being fired. Last night I built a base but no matter how many AI I used I won every time because I'd place alot of things around the base to make it look lived in like sand bags palletes oil drums ect. Even if an AI just stands on a pallet he won't shoot, it's really killing the realism for me now.
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Why does shooting at sandbags result in them exploding, I thought this was supposed to be a realistic sim. It's bad enough the AI carn't shoot over them and you carn't position them using the height in MP.
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Objects at different height in MP
F2kSel replied to jamesg's topic in ARMA - MISSION EDITING & SCRIPTING
Is it the same if you use setPosASL to position sandbags? I know setPosASL has a few problems with height anyhow.