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Showing results for tags 'hit'.
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Check if static object is hit by bullet
draoth posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i'm have a mission, with random objects spawning in a small area. I want those objects to react when being hit by a bullet (Delete/Disappear). I don't have any idea how to do this since i have little experience with Event handlers. So if you know an easy way to do this, and teach me how i can do it myself later on i would be very happy! Draoth -
CfgAmmo - Hit - Value randomisation
Maff posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I have been working on a small collection of addons for Arma 2:CO for myself and a few friends. This started as a simple weapon, equipment and unit renaming addon but as I've been reading through the ACE, BI and VBS2/JCOVE configs the ideas have been flowing! I have started to experiment with creating my own ammunition and magazines just to see if I can do it. The below examples are from JCOVE Lite and I'm guessing these values are intended to be randomised with each hit. Is this correct? If so, is this possible to do in Arma 2/3 and are there any issues with doing this? I have tried to test with "B_556x45_Ball" ammunition in Arma 2 but I honestly can't tell - My targets are dead in one shot using; class BulletBase; class B_556x45_Ball: BulletBase { hit = "6*1.2"; }; *** As I'm typing this, I recall using a script that displays target damage and where they have been hit. I'll look that out and crack on *** EXAMPLES FROM JCOVE LITE; class vbs2_ammo_B_556x45_AP: vbs2_ammo_B_556x45_Ball { hit = "8*1.2"; }; class vbs2_ammo_B_556x45_Silent_AP: vbs2_ammo_B_556x45_Silent { hit = "8*0.80*1.2"; }; class vbs2_ammo_B_127x99_Ball: vbs2_LargeBullet { hit = "(15 + (7))"; typicalSpeed = "0.75*855"; airFriction = -0.00068; tracerScale = 1.5; model = "\vbs2\data\bullettracer\tracer_red"; }; -
eventHandler hit or handleDamage issue
killshot posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello everybody! I have an object - a wall with steel door - which I want to be only affectable by two kinds of explosive devices and not by any other possible influences. If it gets hit by DemoCharge ("DemoCharge_Remote_Mag"/"DemoCharge_Remote_Ammo") I want only the door to be breached. wall setDamage 0.7 or wall setHit ["hit1",1] If it gets hit by SatchelCharge ("SatchelCharge_Remote_Mag"/"SatchelCharge_Remote_Ammo") I want the wall to experience full damage. I've searched and tried for a couple hours now, but unforunately without success, so I hope one of you can reach a helping hand. Maybe it's important too to mention, that I am using ACE3? I noticed with this addEventHandler ["handleDamage", { hint parseText format ["Target: %1 <br/> Selection: %2 <br/> Damage: %3 <br/> Source: %4 <br/> Ammo: %5",(_this select 0),(_this select 1),(_this select 2),(_this select 3),(_this select 4)];}]; that there is no (_this select 4) "Ammo", when using the explosives. Is there any way to solve/workaround the problem? Kind regards.- 2 replies
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- handleDamage
- hit
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(and 1 more)
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