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Found 3 results

  1. Hello guys, i hope you can help me with this? look i have this code for an helicopter rotor fail trainning: _vehicle = vehicle player; if (_vehicle isKindOf "Air") then { _vehicle addAction["<t color='#ff0000'>DESTROY: MAIN ROTOR</t>","(vehicle player) setHitPointDamage ['HitHRotor', 1.0]; hint 'ROTOR DESTROYED';",[],-98,false,false,"",'']; But i want it to run on every helicopter for everyone inside so it fails for every player inside the helicopter, i tested yesterday but i only saw the dmg the copilot didnt, he was still flying as normal, but in my pc the engine was damaged and stopped, but as my friend was copilot he continued flying as normal. I was testing this into the debug console on a dedicated server in nitrado, i excecuted it as global and local, without results Thanks guys i hope u understand my description.
  2. Hi im using some setHit script to disable air and land vehicle engines, it works great on everything except V-44 X Blackfish Transport, for this I can only HitHull, nothing else works, is there any way around it to disable it's engine or force fuel leak? code i use
  3. I've recently used getHit and setHit in a script. But yesterday I discovered getHitPointDamage and setHitPointDamage. From what I read from the wiki page, it looks like they are the same. Except the latter is more precise. Because of the number of hit points (or parts) that hold a damage level. For getHit there are a lot less. Moreover I saw there was getAllHitPointsDamage, which I think will come in handy when I want to learn the different hitPoint names. Why are there two commands, when there can be only one (as far as I know of there use) ? Why would I be using getHit when the other one is more accurate ? C.Coco
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