View Full Version : Predestoyed Units
Sep 16 2001, 15:51
ive made a intro where a few tanks are being destroyed
In The mission i would like to have a few allready destroyed T80's without blowing them up
with "this setdammage 1" the tanks are blown up right at the beginning of the mission
but i need a script where they are allready destroyed.
can someone help me?
just setdammage 1 but make it have no fuel there is no other way that i know of.
Sep 16 2001, 20:29
Actually, when you set "setdammage 1" to a unit, it is alive when you start the mission. Then, once started the unit suddenly dies.
try "this setdammage 0.9" (or 0.99) will kill most things without blowing them to bits.
p.s if you want the smoke to last longer make a fire and in the init field type:
this SetPos [GetPos this select 0, GetPos this select 1, (GetPos this select 2)-1]; this inflame true
and place the fire under the object and there will be smoke but no fire. still has the burning sound.
(Edited by URKET at 10:02 am on Sep. 17, 2001)
Thanx, exactly what I need.
Thanx, exactly what I need.
or u could just use the ones already made for u.
just put the: Health/armor, fuel and ammunition bars all the way down. Works cool for me every time.
There are some recks under empty -> objects or sometnig, but add a fire under it.
...keeping in-subject, is there a way to have a helicopter begin the game, hover a bit, then slowly pitch and crash on a specific spot? The "specific spot" part is important! The survival of the pilots are unimportant, but if we could somehow have a passenger (or gunner) survive (injured of course) ... that would be nice.
From what you've all posted so far, I see how I could create a wrecked vehicle, or one that begins the game, then explodes (both attractive effects), but I really want to depict a crash. I'd probably want to arrange a cutscene to show the crash before the mission occurs.... any ideas?
Sep 5 2002, 05:38
I always wreck vehicles without sound like this:
1) Put a vehicle
2) Move the vehicle to [0,0,0] (via script)
3) Set vehicles dammage to > 1 (via script)
4) Wait for a second or little more(via script)
5) Move the vehicle back to its original position
And there you have it.
Wrecked vehicle without explosion, smoke without fire http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
Sep 5 2002, 07:46
let your helo fly to the desired region and set its fuel to 0 with a trigger. in On activation of trigger type : helo setfuel 0; this will bring down the helo. in your camscript use the helo as the target.
Sep 5 2002, 15:21
Why not make a chopper fly, then suddenly make it setfuel 0 so it crashes.... then have a trigger that activates when chopper is dead to spawn an injured soldier (with broken legs>) so he have to crawl from the wreckage?
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