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Offline TonyRanger

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open fire
« on: 23 Mar 2004, 12:54:20 »
how make we know an AI soldier openfire?
is this "unitname addeventhandler["fired",{ xxx }]
how make we know an AI soldier kill a man?
is this "rating unitname ==200"
and how to make AI soldier fire to his front(not sky) with out target.

Offline rhysduk

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Re:open fire
« Reply #1 on: 23 Mar 2004, 17:14:25 »
Quote
how make we know an AI soldier openfire?
is this "unitname addeventhandler["fired",{ xxx }]

Not sure sorry.

Quote
how make we know an AI soldier kill a man? is this "rating unitname ==200"

Use unitname DoFire targetname and unitname Doarget targetname

unitname is the unit that you want to kill a person with (to put it lightly:) )

targetname is the person you want dead... :)

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and how to make AI soldier fire to his front(not sky) with out target.

He should fire to his North (or whever the enmy is) and never up in the sky.. not from my experience anyway.

Rhys
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Offline macguba

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Re:open fire
« Reply #2 on: 23 Mar 2004, 19:11:57 »
1.  Yes

2.  As rhysduk said, obviously use doTarget before doFire

3.  There is an invisible target addon somewhere, use that with dotarget/dofire.
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Offline TonyRanger

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Re:open fire
« Reply #3 on: 24 Mar 2004, 03:42:23 »
1.unitname fire"weaponname",unit will fire his takenweapon but he'll shoot to sky,in my opinion "dofire" can't work to object,but if the object's side is not empty what'll happen?
2.yes ,I know there is a object called "reshouseinvisible_house",I can set it by using the command xxx="reshouseinvisible_house"createvehicle getpos POS,but it's side is "empty",can I set it side=="west/east" by editing the mission.sqm then west soldier will fire to it because of the target's side is east ?

Offline TonyRanger

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Re:open fire
« Reply #4 on: 24 Mar 2004, 03:52:58 »
the question 2 is how make we know an AI soldier kill a man not how it let an AI soldier to fire to a man.is this "rating unitname ==200"