Pvt. Zwerger Posted December 11, 2015 Share Posted December 11, 2015 Hey so i could need some help with a scripting problem of mine So i want to spawn in a Soldier who has some ace3 damage. (maybe for a Gamenight project ) Until now i tryed it with these scripts: [[myUnit, "leg_l", 0, objNull, "bullet", 0, 0.15] call ace_medical_fnc_handleDamage_advanced; or [this, "body", 0, objNull, "stab", 0, 0.30] call ace_medical_fnc_handleDamage_advanced; and [this] call ace_medical_fnc_handleDamage_advancedSetDamage; but for some reason it doesnt work Maybe you can see the mistake im making. Link to comment Share on other sites More sharing options...
Ryko Posted December 11, 2015 Share Posted December 11, 2015 I wish I could help - but when you find out, please let me know how that works! Link to comment Share on other sites More sharing options...
BACONMOP Posted December 11, 2015 Share Posted December 11, 2015 I don't know the ace functions but my guess is that you are using the wrong function. You should look for functions that involve setting damage and probably that don't have handle damage, but that is just a guess. Link to comment Share on other sites More sharing options...
Ryko Posted December 12, 2015 Share Posted December 12, 2015 I'm assuming just adding setDammage doesn't translate any of that damage into ACE damage? Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted December 12, 2015 Author Share Posted December 12, 2015 setDammage just adds vanilla dammage :/ Link to comment Share on other sites More sharing options...
BACONMOP Posted December 13, 2015 Share Posted December 13, 2015 I just had a look at the ACE medical functions. Try addAdmageToUnit. /* * Author: PabstMirror * Manually Apply Damage to a unit (can cause lethal damage) * NOTE: because of caching, this will not have instant effects (~3 frame delay) * * Arguments: * 0: The Unit <OBJECT> * 1: Damage to Add <NUMBER> * 2: Selection ("head", "body", "hand_l", "hand_r", "leg_l", "leg_r") <STRING> * 3: Projectile Type <STRING> * * Return Value: * HandleDamage's return <NUMBER> * * Example: * [player, 0.8, "leg_r", "bullet"] call ace_medical_fnc_addDamageToUnit * [cursorTarget, 1, "body", "stab"] call ace_medical_fnc_addDamageToUnit * * Public: Yes */ Pvt. Zwerger 1 Link to comment Share on other sites More sharing options...
Ryko Posted December 13, 2015 Share Posted December 13, 2015 This is great stuff, Bacon. Can you say where you found it? I ask only because it'd be great to have the full list of damage types to accompany that function ["bullet", "stab", etc...] I'm assuming Crush would be another... -R Link to comment Share on other sites More sharing options...
Pvt. Zwerger Posted December 13, 2015 Author Share Posted December 13, 2015 Thanks Bacon! Like Ryko already said, where did you find it? Link to comment Share on other sites More sharing options...
BACONMOP Posted December 13, 2015 Share Posted December 13, 2015 I looked in the ACE_medical.PBO's functions folder Link to comment Share on other sites More sharing options...
Ryko Posted December 13, 2015 Share Posted December 13, 2015 Thanks, Bacon. Zwerger, I've looked all throughout those files and haven't come across the damage types: it must be buried pretty deep somewhere. Some of the code comments in the functions are great, though. For example: // If the damage is being weird, we just tell it to fuck off. Ignore: "hands", "legs", "arms" Link to comment Share on other sites More sharing options...
Ryko Posted December 14, 2015 Share Posted December 14, 2015 This thread was very helpful: https://www.reddit.com/r/arma/comments/3vza0f/creating_ace_3_injuries_in_arma_3_editor_how/ Following up on the quoted page, these are the damage types: bullet, grenade, explosive, shell, vehiclecrash, backblast, stab, punch, falling, ropeburn Link to comment Share on other sites More sharing options...
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