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Author Topic: Kevlar here and there...  (Read 556 times)

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Dubieman

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Kevlar here and there...
« on: 07 Feb 2004, 18:43:19 »
I wanted to experiment with a mission where its just a reg mission....   But you just got some body armor like kevlar or something....

I know about this init command line here.....

this addeventhandler ["hit",{_this select 0 setdammage 0}]

This works but too well. The bullets are totally ineffective as are grenades and the only way to die is from big weapons like cannons and head shots.I want to know how to make a script or init line script that makes pistol rounds basically ineffective and rifle rounds are slowed down so that it takes longer to kill a guy. Might be losing the realism here.
:hmm:   I just want the little militia rabbles not be able to face up to you as you storm into their city. While not losing a ton of guys. Any way of doing this?

thanks :)
« Last Edit: 07 Feb 2004, 18:45:36 by GuiltyRoachKilla »

Offline Tomb

  • Contributing Member
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  • in2 Metal? Go 2 my sig
Re:Kevlar here and there...
« Reply #1 on: 07 Feb 2004, 20:43:14 »
the best "kevlar vest" is to make a tiny addon with a tweaked ARMOR for the trooper.


 :-* here's how the unit in the config.cpp file should appear :


class CfgVehicles
{
    class All{};
    class AllVehicles: All{};
    class Land: AllVehicles{};
    class Man: Land{};
    class Soldier: Man{};
    class SoldierWB: Soldier{};

    class TMB_HeavyArmorD00d: SoldierWB
   {
            vehicleClass="Men";
            displayname="Kevlar armored Guard";
            maxSpeed=27;
            cost=140000;
            camouflage=0.740;
            armor=5.45;
    };
};

 :) see?! his "armor" is set to some 5.5 (you could set it to 7.5 but that is prolly rediculous...)


Dubieman

  • Guest
Re:Kevlar here and there...
« Reply #2 on: 07 Feb 2004, 22:59:16 »
Umm looks good there.... :)
How do I open the config file and where is it?
What do ya suggest for an armor value?

Lastly should I set this back to normal when done or is this a new "heavyarmordood"?

Thanks a bunch ;D

Offline Tomb

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  • in2 Metal? Go 2 my sig
Re:Kevlar here and there...
« Reply #3 on: 08 Feb 2004, 00:19:25 »
    ::) do I sense a cry for  :help:  ??? ;D

 hehehe, we're gettin' seriously close to an "addons Editing" topic now,
 so don't be shocked if some mod move this thread to that board, m8  ;)

 Anywayz, for the sake of me being an ofp fan & you being a ditto in trouble,
 I'll be glad to help ya the best I can (this is OFPEC, right?! the best ofp source online)  8)

So sit tight & enjoy this :

 :D First off, find the default Microsoft program called NOTEPAD  :-*

With this up & running, copy what I write (in blue text below) and throw it into a blank notepad window.

hit the "SAVE AS.." button (be sure to select "all files" as saving option), and then simply
save the file into a pre-made, empty folder named "Guilt_kevlarSoldier".
It is of utmost importance that you save as:

   "config.cpp"

A "config.cpp" file (configuration file) is where the game engine reads info about your addon.

Then download the 3'rd party OFP program named "Stuff PBO" (try OFP.cz or alike).

Once this program is installed back home, open it up and with the "set input" button you will
select your newly made addon (the "Guilt_kevlar.." -folder, select that folder).

Then hit the "set output" button (still in Stuff PBO.) and locate your OFP / "Addons" -folder.

Now, hit the "Stuff" button, and you have just created yer first addon matey!  :-* :joystick: :moon:


 :D Launch OFP and find yer new unit (heavily armored!) on the units list.

  :o A sidenote to this:  :o

you may find the armor a bit too high; fiddle with it and change it to a balanced number in the cpp.
If a man's armor gets too high, he will "fly" up when hit by heavy bullets/tank shots but he wont die, and in spite of how funny & cool it may appear in the first place, it basically sucks and only deteriorates the gameplay in the long run, so be carefull about changing too much in a config. You should always just make TINY tweaks, not vulgar extremes (i.e. mega-killing cannon shells or men with an armor of 10.000  ::) )

 :afro: OK, here's what to copy & paste to notepad :




#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
#define private 0
#define protected 1
#define public 2

class CfgPatches
{
   class Guilt_kevlarSoldier
   {
      units[] = {Guilt_kevlarSoldier};
      requiredVersion = 1.91;
   };
};

class CfgVehicles
{
    class All{};
    class AllVehicles: All{};
    class Land: AllVehicles{};
    class Man: Land{};
    class Soldier: Man{};
    class SoldierWB: Soldier{};

    class Guilt_KevlarSoldier: SoldierWB
  {
            vehicleClass="Men";
            displayname="Kevlar armored Guard";
            maxSpeed=27;
            cost=140000;
            camouflage=0.740;
            armor=5.45;
    };
};




======================


Right, that should do it, m8  :cheers:


P.S.

 You could try & set his armor to some 6.2 if you want him to be REALLY tough (and unrealistic)  :P :noo: ;D

There are also detailled "Armor Sections" which you can tweak (hands, legs...)
but its not essential for a "my-first-addon" like this one, and your trooper will do just fine as is.  :)


« Last Edit: 08 Feb 2004, 00:24:45 by Tomb »

Dubieman

  • Guest
Re:Kevlar here and there...
« Reply #4 on: 08 Feb 2004, 01:45:15 »
Well switch a few numbers around and use some programs and poof I'm an Add on maker!:thumbsup:

Thanks a bunch for showing me the "LIGHT"! :thumbsup: