fn_Quiksilver 1633 Posted February 6, 2016 Hi guys, I'm having trouble triggering the Killed event handler when a helicopter is destroyed in the water. Any ideas why this could be happening? Repro: Look at a helicopter and execute: cursorTarget addEventHandler ['Killed',{[WEST,'HQ'] sideChat 'killed';}]; Using Zeus, drop it over water surface. It dies but no chat message,whereas when killing the vehicle above water, chat message is produced. Share this post Link to post Share on other sites
cosmic10r 2325 Posted February 6, 2016 i just did a quick test. Empty helicopter 100m up with no crew added that eventhandler in init changing cursortarget to this chopper crashes into water and explodes.. and the eventhandler fired and i got the hint.. Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted February 6, 2016 i just did a quick test. Empty helicopter 100m up with no crew added that eventhandler in init changing cursortarget to this chopper crashes into water and explodes.. and the eventhandler fired and i got the hint.. try 5m Share this post Link to post Share on other sites
cosmic10r 2325 Posted February 6, 2016 yup... nothing from 5m or 17m it slips into the water and creates a wreck but no explosion Share this post Link to post Share on other sites
killzone_kid 1326 Posted February 6, 2016 Hi guys, I'm having trouble triggering the Killed event handler when a helicopter is destroyed in the water. Any ideas why this could be happening? Repro: Look at a helicopter and execute: cursorTarget addEventHandler ['Killed',{[WEST,'HQ'] sideChat 'killed';}]; Using Zeus, drop it over water surface. It dies but no chat message,whereas when killing the vehicle above water, chat message is produced. It is a bug indeed and has been reported on FT http://feedback.arma3.com/view.php?id=26503 also internally Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted February 7, 2016 cool thanks seems things happening underwater causes problems in general. I've had 'sticky' corpses which don't want to be deleted after the player disconnects underwater, and of course items dropping underwater. wonder what the issue is. The goal was for larger helicopters to deploy lifeboats if a heli is killed underwater. I suppose there's other ways to do it, but thought killed EH was the most appropriate. I wonder (not on dev build), does the entitykilled mission event handler work for this? Share this post Link to post Share on other sites
f2k sel 164 Posted February 7, 2016 Water is poorly implemented in general. Setdamage only seems to works on some objects underwater. Eventhanlders are the same. Almost every object sinks including air filled ballons and balls, unlike A2/OA where objects could float including bodies,barrels. Setvelocity won't work in water. Almost impossible to kill units in water even though you can shoot them in the head. They spent so much time improving the graphics and subs and forgot everything else. http://feedback.arma3.com/view.php?id=27736 Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted February 10, 2016 Also I am finding player allowDamage FALSE; has no effect underwater. Repro in dedi MP execute player allowDamage FALSE while underwater spawn enemy diver nearby get shot dead Can anyone else confirm? Share this post Link to post Share on other sites