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Additional EventHandlers

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SoldierEPilot:
This is the question for all OFP scripters.

Imagine, what you/me/anyone can add to OFP any types of EventHandlers.
What EHs would you like to add?

P.S. I don't want to work with dlls, winapi or send wishlist to BIS :D
I just experiment with scripts, which can work similar to AddEventHandler/
RemoveAllEventHandlers.

Lenyoga:
I've been thinking of ways to simulate ammunition that's having a different effect on different targets. (In my case armor piercing rounds for robots, turrets, etc., anti-personnel rounds for anything human)
What I used so far was a "fired" EH for the player unit which adds activates a global variable for the duration of the special bullet's lifetime, and a "hit" EH for potential target units which checks if the player did the damage, and if this variable was activated during the hit. It works alright for me, but only on distances, because the fired EH takes a few frames to register for bullets.

So, now the actual thing - do you have any good ideas for checking if a unit has been hit by a specific ammo type?

SoldierEPilot:
Idea #1

SoldierEPilot:
2 questions for all who download example("Incoming bullet"):

1) Does it works correctly in all situations?
2) Any other suggestions for brand new  EH type?

Lenyoga:
I only had time to try it out now, and it works without any problems so far. I also tried to fire the shot as close as possible and I also caused a bit of frame rate drop to see if it still works - no problem, it works perfectly, just what I need for the different ammo types.

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