Home   Help Search Login Register  

Author Topic: unitname action ["strokegun"]  (Read 573 times)

0 Members and 6 Guests are viewing this topic.

Iwesshome

  • Guest
unitname action ["strokegun"]
« on: 25 May 2003, 17:30:10 »
I understand the above but how would I get man1 to hit man2?

Thanks,

IW

Iwesshome

  • Guest
Re:unitname action ["strokegun"]
« Reply #1 on: 25 May 2003, 17:41:17 »
This is how I have it set up....

man1 action ["strokegun",man2]

Man1 = West
Man2 = East

Nothing happens... they just stand still. I have also for man1 (setcaptive true) so the East guy want fire.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:unitname action ["strokegun"]
« Reply #2 on: 25 May 2003, 17:42:15 »
You have to have them standing really close together, with the victim in front of the hitter.   Dunno the exact syntax.    
Plenty of reviewed ArmA missions for you to play

Iwesshome

  • Guest
Re:unitname action ["strokegun"]
« Reply #3 on: 25 May 2003, 17:53:32 »
K,

I tried both these scenerios to see if any would work...

#1. "strokefist"

Man1 (West)

RemoveAllWeapons man1; man1 action ["strokefist",man2]; man1 SetCaptive true

Man2 (East)

Man3 (West/Me)- To view action

man3 SetCaptive true

Notes: Man1 with weapons removed will just drop to the ground

#2. "strokegun"

Man1 (West)

man1 action ["strokegun",man2]; man1 SetCaptive true

Man2 (East)

Man3 (West/Me)- To view action

man3 SetCaptive true

Notes: Man1 will just fire at man2... if I set man2 SetCaptive true man1 will just drop to the ground
« Last Edit: 25 May 2003, 17:54:39 by Iwesshome »

hurlothrumbo

  • Guest
Re:unitname action ["strokegun"]
« Reply #4 on: 25 May 2003, 21:31:42 »
'strokefist' has really bad collision detection, you have to be standing so close to the other guy you're pushing him about to hit with it.

You can give someone the strokegun without any other weapons.


But I'm making a MP mission with strokegun and it won't work in MP for some reason.