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Thread: Scripting Tail Rotor Fail?

  1. #1

    Scripting Tail Rotor Fail?

    Anybody know of a way to force the tail rotor to fail as determined by a trigger? It would need to stay at full health, so setdamage doesn't work - if I use this, the chopper rarely survives the impact of the hard landing.

    I know I can disable the main rotor with setfuel 0, but that isn't what I'm after.

    Cheers, guys!

  2. #2
    setHit should do the trick. Now you just have to find out the name of the tail rotor selection in the model.
    ECS Team - Poweruser

  3. #3
    Hi HateDread,

    I haven't used this (in fact, just looked it up for you): RotorSpeed (See http://community.bistudio.com/wiki/C...#...RotorSpeed).

    Hopefully it'll work for ArmA2.

    Let us know if it does, would ya?

    Best, Splicer.
    "We must either find a way or make one."
    - Hannibal

  4. #4
    How would I about implementing such things? Do I use something like 'backRotorSpeed = 0', in the init somehow? this backRotorSpeed = 0 doesn't work, as expected.

    Any ideas?

  5. #5
    It's even in the examples for sethit.

    Apa setHit ["mala vrtule", 1];

    There you have your "Black hawk down" thingy laid out for you hehe!

  6. #6
    Thanks, that worked! What is 'mala vrtule'?

    Also, this is for a heli the AI is controlling. Is there any way to make the landing more dramatic? The pilot just stuffs about then casually lands.

  7. #7
    Description: Damage / repair part of object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. Note: Some part names are in Czech; see translation table.

    For the dramatic part, I don't know.
    I tried killing the pilot, but that didn't help either as the helicopters in arma is very sturdy, diving down from 50 meters into the ground doesn't destroy them, and obviously having a none working tail rotor doesn't affect the flight model as much.

    Perhaps it could be scripted too, with setting velocity and bank of the helicopter.

  8. #8
    For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;

    H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;
    (Where H1 is heli name).

    How can I make the sidegunners hold their fire? I've set this in the heli init field;

    Heli = group this; Heli setcombatmode GREEN;
    But no luck.

    Any ideas?

    ---------- Post added at 05:16 PM ---------- Previous post was at 05:15 PM ----------

    For a more dramatic look, it seems having the helicopter moving at full speed, with this in a trigger, once it gets moving;

    H1 setHit ["mala vrtule", 0.95]; H1 setfuel 0; H1 engineon false;
    (Where H1 is heli name)

    How can I make the sidegunners hold their fire? I've set this in the heli init field;

    Heli = group this; Heli setcombatmode GREEN;
    But no luck.

    Any ideas?

    EDIT: Moving full speed + that code usually results in a crash. I now run heli at normal speed.

    In addition to above questions, how can I tell that the heli has hit the ground, as a condition in a trigger? What's the command for height? And how do I say 'less than blah blah' with that, in a command?

    Cheers.
    Last edited by HateDread; Jan 21 2010 at 05:56.

  9. #9
    So I am trying to add an explosion to this via

    Code:
    bomb = "PG7VR" createVehicle getPosATL HeliO; HeliO setHit ["mala vrtule", 0.95]; HeliO setfuel 0; HeliO engineon false;
    in the OnAct of a trigger. The trigger activates but everything except the explosion happens. Any ideas?


  10. #10

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