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Author Topic: FDF MOD foker troopship  (Read 689 times)

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box

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FDF MOD foker troopship
« on: 18 Jul 2004, 04:01:49 »
ok i have the latest FDF mod and there's a foker troopship that i would like to use for sum paratroopers. i have searched but i cant find any help. is there a way to make troops jump and parachute (me being one of them) WITHOUT scripting? can it be done with triggers or anything thats "in the mission editor". if it does need scripts is it not too technical?
thanks

CopyrightPhilly

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Re:FDF MOD foker troopship
« Reply #1 on: 18 Jul 2004, 04:12:46 »
hi rogue blade

ok the mod addon i dont know where to find it, try looking in the addons area of this site and if you cant find it here then take a look over at

http://ofp.gamezone.cz/

ok now to make you and your group eject from a chopper, this can not be dont with out scripts, its pritty easy to do. Take a look at these

Ejecting a Group from a Chinook:
http://www.ofpec.com/editors/resource_view.php?id=195

Ejecting a Group from a Helicopter:
http://www.ofpec.com/editors/resource_view.php?id=194



Hope This Helps.

Cheers, Philly

box

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Re:FDF MOD foker troopship
« Reply #2 on: 18 Jul 2004, 05:26:38 »
thanks alot! its midnight so ill check tomrrow

anymore help would be great

Offline macguba

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Re:FDF MOD foker troopship
« Reply #3 on: 18 Jul 2004, 11:25:12 »
It cannot be done in the mission editor.   There are paradrop scripts you can use so you don't need to write a script, you just need to be able to use it.    The time investment of learning this is essential if you want to make decent missions:  basic scripting knowledge is not optional.    Fortunately it is easy to acquire.
Plenty of reviewed ArmA missions for you to play

Offline Lykurgos

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Re:FDF MOD foker troopship
« Reply #4 on: 21 Jul 2004, 21:25:48 »
wtf?  ???

You CAN make paratroopers to eject from a chopper/plane only by using Mission editor.

I did this ages ago, before I even knew about sqs files.

Make one trigger which activates when East/West enters that area (Condition: this) or just make a waypoint for that chopper/plane. In its "On activation" field, type:

Code: [Select]
player action ["Eject", choppername]; jumping=1; Unassignvehicle player
Then make another trigger where you set MIN MID MAX values from 0 to 1. Type in the "Condition" field:

Code: [Select]
jumping==1
and to its "On activation" field:

Code: [Select]
teammate1 action ["Eject", choppername]; Unassignvehicle teammate1
You donÂ't need to write that unassign stuff, if you are leading that group.

Of course, youÂ'll have to give names to all of your teammates. Then youÂ'll just continue making triggers where you grow that MIN MID MAX value always with one until you have as many triggers as you have teammates.

And now when you save and start your mission, you and your teammates will jump from that plane/chopper when it is the time.

Of course, with a sqs file this can be done much more easily and much faster, but itÂ's still possible to do it only by using the editor.
You are right of course, to go alone would be crazy. You will be my driver.

Offline macguba

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Re:FDF MOD foker troopship
« Reply #5 on: 21 Jul 2004, 23:32:41 »
Yes, well on that argument you can do virtually anything in the mission editor.     ::)     And if you're going to bung in triggers at that rate I hope you have pretty flash computer.

The real point is do you need scripting and the answer, as you have most excellently demonstrated, is yes.  Whether you put it in a trigger, script, waypoint or init field is merely a question of convenience.

Plenty of reviewed ArmA missions for you to play

Cool Z

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Re:FDF MOD foker troopship
« Reply #6 on: 22 Jul 2004, 05:35:31 »
I personally find it far easier to manage a few scripts than a load of triggers.

I've used this paradrop script time and again, and it never fails it job:

Code: [Select]
_aunits = units [i]leader[/i]
_i = 0
_j = count _aunits

#Here
(_aunits select _i) action ["EJECT",[i]heli[/i]]
unassignvehicle (_aunits select _i)
_i=_i+1
~1
?_j>_i:goto "Here"

exit

Copy the above into a file (notepad, word, wordpad, whatever u want to use) and save it as "paradrop.sqs".

Paradrop can be replaced with whatever script name you want.

.sqs is necessary.

Now, when you want it to be executed, put the following in the "On Activation" field of a trigger or waypoint:

Code: [Select]
this exec "paradrop.sqs"

I think that's everything you need. If you have any trouble with it just ask.

Cool Z

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Re:FDF MOD foker troopship
« Reply #7 on: 22 Jul 2004, 15:37:44 »
Quote
Yes, well on that argument you can do virtually anything in the mission editor.

You can't do a briefing/debriefing, can you?

I'm guessing you can't, just pretty curious.

Thx in advance.

Offline Messiah

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Re:FDF MOD foker troopship
« Reply #8 on: 22 Jul 2004, 15:41:35 »
nope, that has to be done in a seperate HTML file... just download an example one or the briefing creator  ;)
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Cool Z

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Re:FDF MOD foker troopship
« Reply #9 on: 22 Jul 2004, 20:20:22 »
Sorry, I never meant to imply that I can't do briefings. I was just curious. I'm fine with doing briefings from scratch. Thx anyway.