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Author Topic: Tranquilizer guns  (Read 491 times)

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kueter

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Tranquilizer guns
« on: 10 May 2004, 02:03:09 »
Howdy all, 8)
       I was wondering if a tranquilizer gun script or addon could be made. It would be cool for black-op missions, such as sneaking in, using brutal but non-lethal force, and stealing documents. Any takers or suggestions?

Peace,
Kuet  :P

Offline General Barron

  • Former Staff
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  • Semper Fi!
Re:Tranquilizer guns
« Reply #1 on: 14 May 2004, 19:55:03 »
Sup Keuter,

   I was thinking about this before too. I'm sure it could be done, but I don't think it would be in a pretty, easy to use addon. There would have to be some scripting stuff the editor would need to set up. Basically, I'm thinking you would have eventhandlers detect when someone is hit, then you check to see if the person who shot them was using a tranq gun. Then you could do something like play the death animation on the guy that was hit, have a delay of a couple minutes or whatever, then make him get back up.

   "Brutal but non-leathal force"

Someone's been watching "The Rock"  :P
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Dubieman

  • Guest
Re:Tranquilizer guns
« Reply #2 on: 15 May 2004, 16:29:29 »
Brutal but non lethal?
Depends where the needle hits. :o


You'd need to do something to the AI, once hit and not dead, an alarm trigger would go on automatically, before the script could take effect. Also when the guy gets up he may have that uncanny "sense" of where you are. Just like when an AI nails you through that 50m row of trees.... :(

Bluelikeu

  • Guest
Re:Tranquilizer guns
« Reply #3 on: 24 Jun 2004, 13:09:05 »
The following script might work, but if you kill the unit, say with a shot in the head. Tranquilizer dart, must have really hurt.

Anyway, here goes

Init of unit
This AddEventHandler [{Hit}, {_This Exec "Tranq.sqs"}] ; I think that s the right format at least

Script
_Unit = _This Select 0
_GunUsed = _This Select 2 ; I'm not sure if Select 2 or Select 3, or 1 is the right thing. you could test it yourself
_Tranq = "m16"
_EHHIT = _This AddEvenHandler [{hit}, {_This Exec "Tranq.sqs"}]


?_GunUsed == _Tranq
_Unit SetDammage 0

_Unit Playmove "StandSurDead"; or something like that

Exit


Looks like S*** to me, but ill make it work, when i get ther chance. This is sort of an outline.