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Author Topic: Guys should not die when I shoot em  (Read 1328 times)

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Offline Atlas

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Guys should not die when I shoot em
« on: 29 Dec 2007, 00:08:37 »
Hello,
I got a question:
When I shoot with my non lethal gun, the guys shouldn't die if I hit them, they should do the falling down dead animation for 10 secounds and stand after it up again.
But I have no idea how I could do this.  :(

Offline LCD

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Re: Guys should not die when I shoot em
« Reply #1 on: 29 Dec 2007, 07:02:49 »
do u have a non lethal weapon ?  :dry: toss it away and get urself an AK :D :P

nywayz... u shud use a hit eventhandler (use da addeventhandler comand) im not sure wich parameters exactly u wanna pass from it (im lil bit drunk... so ull excuse me :P :D)

from da hit u shud call a script dat play da anim 4 10 secs (use playmove or switchmove commands...) and den picks em up gain :D

LCD OUT

[edit] btw

WELCOME 2 OFPEC M8... HAVE FUN  :D

if u want more extended answer... write and hope i wont b drunk next time im here  ::)  :blink: :D
« Last Edit: 29 Dec 2007, 07:05:25 by LCD »
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Offline Atlas

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Re: Guys should not die when I shoot em
« Reply #2 on: 29 Dec 2007, 16:00:07 »
Yea, what I must write in this eventhandler/Trigger?
  :confused:

Ye, I working on a non lethal weapon

Offline Surdus Priest

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Re: Guys should not die when I shoot em
« Reply #3 on: 30 Dec 2007, 13:53:35 »
i dont think there even is an animation for getting up from being dead is there?

the only way it could be done is setting an eventhandler for everyone, then when they are hit, it sets the units damage back to 0 and then a dead animation ensues.  but to get the unit up again, the unit would have to be deleted, then recreated on its position, the problem with this though is that it might be tricky to get it to work on only one weapon.

make sure the weapons only dus about 1 damage through, so that even head shots dont kill.
Campaigns are hard, I'll stick with scripting for now!

Offline LCD

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Re: Guys should not die when I shoot em
« Reply #4 on: 30 Dec 2007, 22:34:00 »
actualy... give a unit a dead anim and then use switchmove "AidlPpneMstpSrasWrflDnon01" (or ny of da other gating up from prone position anims...) and it works (dont look 2 pretty tho...)


@ atlas

u put da eventhandler in every units init shud look like dat

this addeventhandler ["hit",{_this execVM "notlethelbullet.sqf"}];

now u need a script called...

notlethelbullet.sqf

Code: [Select]
(_this seect 0) playmove "AdthPpneMstpSlowWrflDf_2";
sleep 10;
(_this seect 0) switchmove "AidlPpneMstpSrasWrflDnon01"
if (true) exitwith {};

problem is u cant figure out wat kind of bullet hit da unit... so its gonna have da same effect w/ lethal weapons 2  :whistle:

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Offline Surdus Priest

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Re: Guys should not die when I shoot em
« Reply #5 on: 30 Dec 2007, 23:56:24 »
how about an action for the non lethal weapon?  that way you can activate and deactivate the lethal and non lethal 'ammo'.  so basically like putting tranq darts in your AK :P
Campaigns are hard, I'll stick with scripting for now!