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Author Topic: Un-killable  (Read 708 times)

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Offline THobson

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Un-killable
« on: 15 Jul 2004, 11:43:12 »
How do I make an AI soldier un-killable?

cameronmc

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Re:Un-killable
« Reply #1 on: 15 Jul 2004, 11:46:02 »
Simple.

in a trigger condition, write

not (alive nameofmyguy)

and put in the activation bit

nameofmyguy setdammage 0

Simple (again!)
Oh yeah, you'll need to make the trigger activate repeatedly.
C"G"McD
« Last Edit: 15 Jul 2004, 11:46:36 by C.A. "Gaern" McDonald »

Offline macguba

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Re:Un-killable
« Reply #2 on: 15 Jul 2004, 12:20:48 »
I did that once (well actually using a looping script rather than a trigger) and found it was not always reliable.   I had to add an eventHandler as well.

loon1 addEventHandler [{Hit}, {_this select 0 setDammage 0}]
Plenty of reviewed ArmA missions for you to play

DBR_ONIX

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Re:Un-killable
« Reply #3 on: 15 Jul 2004, 12:36:28 »
That way works nicely
But if a grenade hits him, he's dead (And any one hit-one kill weapons)

- Ben

Offline dmakatra

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Re:Un-killable
« Reply #4 on: 15 Jul 2004, 12:39:05 »
Add a killed eventhandler too, just to be on the safe side.

:beat: *Gets Shot* :beat:

Offline THobson

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Re:Un-killable
« Reply #5 on: 15 Jul 2004, 20:45:54 »
Putting the following in the Initialisation field of a soldier:

this addEventHandler ["killed",{this setdammage 0}]; this addEventHandler ["Hit",{this setdammage 0}]  

Seems to work.  He even survives a satchel charge exploded under his feet - once he has landed that is!!  It is very strange to watch.

Thanks everybody

Offline THobson

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Re:Un-killable
« Reply #6 on: 15 Jul 2004, 20:47:27 »
By the way Armstrong.  I love your dancing banana - but it makes it realy difficult for me to read your posts when I am in my open plan office at work.