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Author Topic: Hit Points  (Read 520 times)

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LAGUnknownSoldier

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Hit Points
« on: 19 Apr 2003, 00:46:45 »
Stay positive brother ,The game being laggy is a lesser
problem than the colors and graphics . Actually , there are
a lot of problems with it , lol . Just tell me one thing . How much Ram do I need to make it run faster .  .
But seriously , when technology gets more advanced it
raises the question about alien intervention . But tell me ,
would it be possible to make it so we take more hits to go down ? That would be the best script ever . L8r .
I mean , make the script so you keep getting hit and you dont go down till youre wounded 10 times , or 20 .
Work on that script .

Offline Spinor

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Re:Hit Points
« Reply #1 on: 20 Apr 2003, 16:13:36 »
I think the topic was already discussed here and such a script already exists somewhere at the OFPEC Editors Depot.

My own suggestion would be the following (untested):
Put this in the init field of a soldier you want to be "hardened":
Code: [Select]
this addEventHandler ["Hit", {(_this select 0) setDamage ((getDamage (_this select 0)) - (_this select 2)*0.9)}]The idea is remove 90% of the damage taken (_this select 2) after a hit on the unit (_this select 0). Effectively, only 10% of some damage should occur (for some other reduction factor, simply change the 0.9 to something else).

Hope this works,
Spinor

Offline macguba

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Re:Hit Points
« Reply #2 on: 21 Apr 2003, 15:53:48 »
Didn't snYpir make a super-tough-AI script?   Check the Ed Depot.
Plenty of reviewed ArmA missions for you to play