Page 1 of 1

Killing off your own men

Posted: Sun May 08, 2005 1:02 pm
by LtNeil
I have placed a small number of men in my map and i would like to kill them all off in my explosion whats the easiest way to do this? they are all allied soldier not axis (its a single player map)

Posted: Sun May 08, 2005 2:31 pm
by jv_map
Use the damage command and watch them fly away :)

$some_entity damage( Entity attacker, Integer damage, Entity inflictor, Vector position, Vector direction, Vector normal, Integer knockback, Integer damageflags, Integer meansofdeath, Integer location )

Meansofdeath values (use the number):

Code: Select all

// 0	MOD_NONE,
// 1	MOD_SUICIDE,
// 2	MOD_CRUSH,
// 3	MOD_CRUSH_EVERY_FRAME,
// 4	MOD_TELEFRAG,
// 5	MOD_LAVA,
// 6	MOD_SLIME,
// 7	MOD_FALLING,
// 8	MOD_LAST_SELF_INFLICTED,
// 9	MOD_EXPLOSION,
// 10	MOD_EXPLODEWALL,
// 11	MOD_ELECTRIC,
// 12	MOD_ELECTRICWATER,
// 13	MOD_THROWNOBJECT,
// 14	MOD_BEAM,
// 15	MOD_ROCKET,
// 16	MOD_IMPACT,
// 17	MOD_BULLET,
// 18	MOD_FAST_BULLET,
// 19	MOD_VEHICLE,
// 20	MOD_FIRE,
// 21	MOD_FLASHBANG,
// 22	MOD_ON_FIRE,
// 23	MOD_GIB,
// 24	MOD_IMPALE,
// 25	MOD_BASH,
// 26	MOD_TOTAL_NUMBER
Location values:

Code: Select all

// Hit locations
// 0  head
// 1  helmet
// 2  neck
// 3  upper torso
// 4  middle torso
// 5  lower torso
// 6  pelvis
// 7  right upper arm
// 8  left upper arm
// 9  right upper leg
// 10 left upper leg
// 11 right lower arm
// 12 left lower arm
// 13 right lower leg
// 14 left lower leg
// 15 right hand
// 16 left hand
// 17 right foot
// 18 left foot
Damageflags:

Code: Select all

// Damage flags (just add together the values for the flags you want).
// (These are haxedecimal values, hence 0x0001 = 1, 0x0002 = 2, 0x0010 = 16, 0x040 = 16*4 = 64
// #define DAMAGE_RADIUS			0x00000001	// damage was indirect   
// #define DAMAGE_NO_ARMOR			0x00000002	// armour does not protect from this damage   
// #define DAMAGE_ENERGY			0x00000004	// damage is from an energy based weapon   
// #define DAMAGE_NO_KNOCKBACK		0x00000008	// do not affect velocity, just view angles   
// #define DAMAGE_BULLET			0x00000010	// damage is from a bullet (used for ricochets)   
// #define DAMAGE_NO_PROTECTION		0x00000020	// armor, shields, invulnerability, and godmode have no effect   
// #define DAMAGE_NO_SKILL			0x00000040	// damage is not affected by skill level   

Posted: Sun May 08, 2005 4:21 pm
by Rookie One.pl
jv_map wrote:Damageflags:

Code: Select all

// Damage flags (just add together the values for the flags you want).
// (These are haxedecimal values, hence 0x0001 = 1, 0x0002 = 2, 0x0010 = 16, 0x040 = 16*4 = 64
// #define DAMAGE_RADIUS			0x00000001	// damage was indirect   
// #define DAMAGE_NO_ARMOR			0x00000002	// armour does not protect from this damage   
// #define DAMAGE_ENERGY			0x00000004	// damage is from an energy based weapon   
// #define DAMAGE_NO_KNOCKBACK		0x00000008	// do not affect velocity, just view angles   
// #define DAMAGE_BULLET			0x00000010	// damage is from a bullet (used for ricochets)   
// #define DAMAGE_NO_PROTECTION		0x00000020	// armor, shields, invulnerability, and godmode have no effect   
// #define DAMAGE_NO_SKILL			0x00000040	// damage is not affected by skill level   
Now where did you dig this out from? FAKK source?

Posted: Sun May 08, 2005 5:11 pm
by jv_map
global/bullethit.scr :)

Posted: Sun May 08, 2005 5:52 pm
by LtNeil
Well i did say easiest way perhaps i should have said simplest way!

Do i have to put a trigger in? do i put the $some_entity then damage 20 in the script or do i give it to the soldier like

$targetname soldier
damage 20
sorry but im not good at scripting and i need it a bit better explained :oops: :)