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Author Topic: Armor Up  (Read 981 times)

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Dubieman

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Armor Up
« on: 02 Feb 2004, 20:19:43 »
I have been working on my CWC air campaign and the one mission right now is a ground support mission where you must help two infantry squads hold a town from 5 enemy squads and two tanks(the infantry take care of the tanks).

Only problem is your shot down way to fast, the BMPs are way to accurate as are the machine gunners, but the BMPs are making the second mission in a campaign way to hard. >:(

So does anyone know how you can increase the UH60MG's armor? By init line or script? :P

Or should I take the tanks out cause this the second mission of a campaign that has a small learning curve?

I don't care about the infantry cause their guns are more inaccurate. Plus the bullets hitting the heli make for a better atmosphere and the infantry guns aren't as powerful as the BMP ones. :P

thanks :)

Offline macguba

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Re:Armor Up
« Reply #1 on: 02 Feb 2004, 22:40:39 »
It doesn't make a lot of difference if you post here or in the Advanced board, a lot of people look at both.     If you do ever want a thread moved, don't start a new one - just ask a mod to move it.

Regarding the question, you can't increase the armour without creating an addon.    However, you can make it harder to kill.   I would suggest adding an eventhandler "hit" to the chopper (and the crew) which started a script that does something like this

setdammage chopper1 ((getdammage chopper1) - 0.3)

If you're not familiar with eventhandlers have a hunt around the Ed Depot, there's some good stuff there.  ;)



Edit:   I know you're frustrated but IMHO bumping your post after a mere two hours is inconsiderate to the other people who have questions on this board.  If I'd noticed in time I wouldn't have answered your question now.  Given the usual rate of posting on this board the minimum is about 24 hours.
« Last Edit: 02 Feb 2004, 22:49:37 by macguba »
Plenty of reviewed ArmA missions for you to play

Dubieman

  • Guest
Re:Armor Up
« Reply #2 on: 02 Feb 2004, 23:16:39 »
Well thanks anyways.

Seems the editor depot stuff doesn't work, I clicked on tutorials and it reloaded the ediotr depot home page??? ???

It'll be fixed by Thursday though. ;D

Sorry bout the double post thingy, didn't know it had to be 24 hours as I'm in a little rush to finish this mission cause of the class and work schedule.... :P

Offline Wildebeest

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Re:Armor Up
« Reply #3 on: 03 Feb 2004, 08:57:32 »
This is the line I use to make vehicles and soldiers less vulnerable.

this addeventhandler ["hit",{_this select 0 setdammage 0}]

Soldiers become invincible except if you shoot them in the head. I tried it on a chopper and just like I thought the chopper could take an unlimited amount of LAW rockets but only one big AT prejectile. If the weapon inflicts more damage than the armor of the vehicle it will blow up. Hower, if the damage is less the vehicle will be undestructible forever. The "setdammage 0" in the line above means the vehicle is given full health when hit. You can change this to like "setdammage 0.4" and the unit will be more easy to kill.

I think that is it  :P

Oh, almost forgot. Put the line in the init field of the unit or units. :)
« Last Edit: 03 Feb 2004, 08:58:13 by Wildebeest »
Weeee...

Dubieman

  • Guest
Re:Armor Up
« Reply #4 on: 03 Feb 2004, 20:55:59 »
Thanks ;D but can it be put in a script or is init lines gonna work easier or faster?

I like using the script here so I can use triggers as the Blackhawk is needing armor when helping to defend the city, otherwise I would like the bird to be shot down if it takes enough hits. Kind of like a nuke zone where the chopper has the better armor and when outside it, the UH60mg is a regular blackhawk.... :)

Also if anyone can please help me with implementing the script I have like I know the command in the trigger activation is

[thingdontknow] exec "Healme.sqs"

the start of my script has only
_UH60 = _this select 0

So how do I activate it?

Dubieman

  • Guest
Re:Armor Up
« Reply #5 on: 03 Feb 2004, 21:25:43 »
All thanks for your input! :)

I've figured it all out now.

Wildbeest, I can use you code for my pilot and gunner so they don't die and I've got my custom healing script that keeps the heli from getting more than 0.25 damage and then it heals itself inside the certain trigger area.

Putting Wildbeest's code in helps so that niether your gunner or you die. I might change this since the mision will be to easy.

Thanks all topic locked and solved. 8)