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[Request] Checking hitpoints left on structures #890

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razaqq opened this issue Aug 18, 2017 · 3 comments
Open

[Request] Checking hitpoints left on structures #890

razaqq opened this issue Aug 18, 2017 · 3 comments

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@razaqq
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razaqq commented Aug 18, 2017

There should be an option to check how many hitpoints are left on gates/walls/etc.
The models of these buildings don't change when they get damaged.

Would be good to know for calculating how many satchels/bolts/etc you would need to take down a structure.
Sometimes its super confusing for people otherwise on what does damage to walls and what does not.
You see your progress when raiding other bases with explosives/melee.

I didnt test the following code, just written in a couple minutes, probably way better ways to code this...

if ((vehicle player) == player) && (speed player <= 1) && (!isNull cursorTarget) then {
	_target = cursorTarget;
	if ((_target isKindOf "dayz_buildings")) && (_target distance player) <= 3) then {
		_checkDamage = player addAction ["Check Damage", "damagecheck.sqf", [], -1, false, false, "", ""];
	} else {
	player removeAction _checkDamage;
	};	
} else {
player removeAction _checkDamage;
};

With damagecheck.sqf like this:

_target =  cursorTarget;
_damage = damage _target;
titleText [format["This Object is %1 / 1.00 damaged", _damage], "PLAIN DOWN", 1];
@Inurosen
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I don't think we need such thing in DayZ. Probably not that precise. If someone decides to implement that i think it shoul show something like "Slightly damaged", "Heavily damaged" etc.

@R4Z0R49
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R4Z0R49 commented Aug 28, 2017

anytime you get maintenance options really it means the wall is damaged. We do have damaged type walls already they are just not working yet.

@razaqq
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razaqq commented Sep 2, 2017

the model changing like @R4Z0R49 said is for sure the better solution
was just a suggestion untill thats implemented, so you can see if you have to hatchet for 2 or 30 minutes

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3 participants