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Author Topic: Making a vehicle neutral or not targetable via script.  (Read 456 times)

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Baphomet

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I want to modify the ECP tailrotor script by Vektorboson so that when the tailrotor failure engages, the enemy no longer targets the vehicle, however after the chopper has hit the ground it's once again a hostile asset, in the event the chopper is refueled and repaired and used again, it will be shot at.


I'm not sure exactly how to use it, but there's a scripting command I found on FP-1985 that's called "friendly" would that work? If that can't do the job is there any other simple method?
If not that probably using the "side unit ==" command will.
« Last Edit: 17 Nov 2003, 07:20:07 by Baphomet »

Offline macguba

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Re:Making a vehicle neutral or not targetable via script.
« Reply #1 on: 17 Nov 2003, 13:35:41 »
The side command returns the side of a unit.   It does not change anything.

In this case I'd just add a setCaptive true command  to the script when the chopper is hit, and then setCaptive false again when it reaches the ground or perhaps (to make it easier) just, say, 15 seconds later.
Plenty of reviewed ArmA missions for you to play

Baphomet

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Re:Making a vehicle neutral or not targetable via script.
« Reply #2 on: 18 Nov 2003, 07:25:31 »
That's a good idea, I didn't think to use that. Only one problem is that it affects the commander. However if the driver jumps out during the time which the helo is supposedly not to be attacked. He carries the benefit of being not targeted by the enemy. When the part of the script that says the helo should no longer be regarded as harmless is over, there's no point anyhow.

Unfortunately such an exploit makes it not very reliable if you're playing with other people.
« Last Edit: 18 Nov 2003, 07:25:54 by Baphomet »