OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: 456820 on 08 Jan 2005, 19:03:03

Title: artillery?
Post by: 456820 on 08 Jan 2005, 19:03:03
is there a way of making artillery fire around a unit but not actually hitting him or injuring him but still targeting a game logic or marker?
Title: Re:artillery?
Post by: bored_onion on 08 Jan 2005, 23:44:33
do you want the player to move or not? if so then it could be more diffcult. other than that place some GLs around your man and camcreate some shells there. a few playtests should make sure that the guy isnt killed.
Title: Re:artillery?
Post by: dmakatra on 08 Jan 2005, 23:45:59
For a specific unit is easy, for several or an entire group, that's quite harder to do. Which is it?

:beat: *Gets Shot* :beat:
Title: Re:artillery?
Post by: 456820 on 09 Jan 2005, 13:14:41
i want it on about 5 men who are all moving
Title: Re:artillery?
Post by: bored_onion on 09 Jan 2005, 14:01:28
that will be difficult, especially if one gets caught behind, dies or runs infront of somebody else.

couldnt you just make it so that there are random explosions over a wide area. some may die but its saves LOADS of work
Title: Re:artillery?
Post by: macguba on 09 Jan 2005, 14:21:07
You'd have to run some kind of loop:    create an possible position for the explosion, then check that that position was more than say 10 yards from any of the loons you care about.    If it is, then move the projected explosion point by a random amount and repeat the check.    

Messy and laggy.

What is this for?  Assuming it's a cutscene it's probably easier just to fake it and make the loons invincible with an eventhandler hit and a setdammage 0 loop.