OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Rocko Bonaparte on 01 Mar 2005, 06:14:46
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When I set the damage of a unit at mission start, it kills them as expected. However, they start alive and then fall down dead. Is there a way to do this with any normal unit? I saw some corpse objects among the stuff I have here, but I want a dead pilot. I want the unit to start on the ground, dead.
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Try to use an animation I just found like :
unit switchmove "combatdead"
There are many others, check Macguba's playmove/switchmove library in the editor depot.
"Combatdead willl make him start on the ground, but he isn't dead, this is actually a great animation to fake death, because when you use this on the player he can still moves his head and he is able to stand up again.
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The problem is that your computer reads the "unit setDamage 1" after the mission has actually started. That's why you can see the pilot standing up for a brief second before he is setDamaged into oblivion. The switchMove technique will not make any difference. The solution is to put the setDamage command early in the init.sqs or directly in the player units initfield (these commands are executed first). I suggest the player units init field (not the pilot units). Simply write pilotName setDamage 1.
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or you could just do what your doing and use a cover up ;D
titlecut ["","Black in",5]
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Or just reduce the health slider to 0.
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Um, switch move does work, you have to dind the right one like Blanco was saying. Dont pick the combatdying because that shows the unit falling, its always, combatdead, civildead...
Actually upon testing it, using the slider like Macguba says works as does using "this setdammage 1" in the units init field. He always ends up on the ground at the start of the mission. :P