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Author Topic: Arma Tailrotor Failure Script  (Read 1223 times)

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Offline the corinthian

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Arma Tailrotor Failure Script
« on: 15 Jun 2007, 20:47:41 »
Hi

Does anyne know if the Vektorboson tailrotor script has been converted or Arma or if there is anything similar?

I tried porting the original script but with no success and I am a noob at scripting...

Cheers

Offline Mandoble

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Re: Arma Tailrotor Failure Script
« Reply #1 on: 15 Jun 2007, 21:38:29 »
May you copy here the script you are trying to convert ?

Offline Blanco

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Re: Arma Tailrotor Failure Script
« Reply #2 on: 16 Jun 2007, 02:04:13 »
There's is tailrotor failure in Arma.

Search or search or search before you ask.

Offline the corinthian

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Re: Arma Tailrotor Failure Script
« Reply #3 on: 16 Jun 2007, 17:12:03 »
Hi

Ive tried creating a test example in the editor.

I have a heli called heli1 which has this flyinheight 150 in its init field.

I set a waypoiint to make it fly overhead - just a simple MOVE waypoint.

I then setup a trigger which detects if anybody is present inside it, plays a quick explosion sound as confirmation then has heli1 setdammage 0.8; heli1 setfuel 0 in its On Act box

When the heli reaches the trigger the explosion plays but the heli wont crash. Its as though it isnt even damaged and the fuel isnt lowered

I tried making a simple script which is passed a unit name then sets damage and 0 fuel in it but its no different.

Im using a clean install of Arma with the 1.08 patch. Any ideas?

Offline the corinthian

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Re: Arma Tailrotor Failure Script
« Reply #4 on: 18 Jun 2007, 20:33:11 »
I've sorted the problem out I had incorrectly named a unit - doh!

Vektorbosons script seems to work still apart from the drop commands - it doesnt recognise cl_fire.

I've used the built in version too but found the heli kept exploding when it hit the ground thus killing everyone inside. I'm thinking of having a trigger which automatically ejects the crew from the heli when it gets to say 3m so thats the next thing to work on.