Home   Help Search Login Register  

Author Topic: easier gameplay  (Read 1258 times)

0 Members and 2 Guests are viewing this topic.

MOC_XIII

  • Guest
easier gameplay
« on: 04 May 2005, 01:36:02 »
Is it possible to make yourself have more health?
Like this
This addeventhandler ["hit", "this setdammage 0"]
Or would it just goto the "dead" screen. ???

Offline penguinman

  • Contributing Member
  • **
  • Money is worthless, just paper, ink, and threads
Re:easier gameplay
« Reply #1 on: 04 May 2005, 05:14:53 »
well, for the player set dammage only works for hurting him, not healing him I think.

Offline Fragorl

  • Coding Team
  • Former Staff
  • ****
Re:easier gameplay
« Reply #2 on: 04 May 2005, 09:13:43 »
eh? No, I think setdammage works both ways...

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:easier gameplay
« Reply #3 on: 04 May 2005, 09:52:07 »
Yes you can do that but its not enough.   You need a setDammage 0 loop as well.    Sometimes the hits come too fast for the EH to cope.    

EH killed is no good:  it revives you after the death cutscene starts.

This is very handy for testing missions.   I also sometimes make myself setCaptive true.    You can make your squad invincible but don't use setCaptive on them, otherwise the enemy loons don't react properly.
Plenty of reviewed ArmA missions for you to play

Offline Baddo

  • Former Staff
  • ****
  • Reservist Jaeger
Re:easier gameplay
« Reply #4 on: 04 May 2005, 13:35:46 »
I remember testing this some time ago:

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=21523;start=0

Code: [Select]
this addEventHandler [{Hit}, {_this select 0 setDammage 0}];this addEventHandler [{Dammaged}, {_this select 0 setDammage 0}]
And I couldn't get myself killed in any way when I had that on my unit's initialization field. So you don't need a setdammage loop if you want to make your unit stay alive.

:)

But maybe this is not a good idea to put into a mission, only for testing purposes. Or if the unit really, really needs it for some very unrealistic reason, then it's OK.
« Last Edit: 04 May 2005, 13:36:00 by Baddo »

Offline penguinman

  • Contributing Member
  • **
  • Money is worthless, just paper, ink, and threads
Re:easier gameplay
« Reply #5 on: 04 May 2005, 23:56:23 »
ya I realized that might be wrong after I typed it. so i added I think.

Maby if you made a script that detected a bullet about to hit the player and made a random chance of deleting it, or sending it off somewhere else. or moveing the player very fast out of the way then back to the same spot.

DBR_ONIX

  • Guest
Re:easier gameplay
« Reply #6 on: 13 May 2005, 15:44:46 »
They work fine for getting shot, most of the time. But if you get shot in head (sometimes), or grenaded, you die.
- Ben

Offline Baddo

  • Former Staff
  • ****
  • Reservist Jaeger
Re:easier gameplay
« Reply #7 on: 15 May 2005, 13:21:17 »
DBR_ONIX, did you try the method I posted? I haven't found a way to kill a unit with that in it's initialization field (well closing OFP will do it but while playing).