it would be this script... wont work......
IMPORTANT! - This script calls itself (executes itself), so if you rename the script,
you need to edit the contents of the script so that it can still call itself!
WHAT: A single script which simulates a REAL HALO drop for both AI and player units.
HOW: Initialize it like so: ["name",height,variance,failrate] exec "real_halo.xsqs"
"name" = name of unit which the script is being initialized for - MUST BE ENCLOSED IN QUOTES!
height = the height at which the unit (if AI) will pull the chute
variance = the variation on the height at which the ai will pull the chute
failrate = the chance of the parachute failing (higher number = less chance of failure)
EXAMPLE: ["soldier1",150,20,1000] exec "real_halo.xsqs"
EXPLANATION OF EXAMPLE: The above would make the soldier named "soldier1" pull his chute at alititudes between 130-170 meters.
EXPLANATION OF FAILRATE: The failurerate is calculated by generating two random numbers using the failrate, and chopping the
decimals off. If the two random numbers are the same, the chute fails. If the number 2 was selected as the fail rate, the chute
chute would fail frequently, as the two random numbers would have a 1/2 chance of being the same. If the failure rate is set to
5000 two random numbers from 1-5000 would have to come up the same - consequently the chute wouldn't fail very often.
FEATURES:
* Works with AI and humans
* No triggers needed
* Everything done with one script (including the action)
* Ability to specify - Height at which the AI pulls the chute, variation on height, Failure rate of parachute.
* Detects if unit is AI or human - if human, and action for pulling the chute appears
* Automatically detects ejections and activates (HALO feature only activates if the unit is more than 100 meters above ground!)
* Unit continues to descend rapidly after pulling the chute, descent speed slows gradually after chute deploys..In other words, it's realistic
* Works in multiplayer
* Works on for all sides
* Works after unit (or player) dies and respawns
* Will still work if a player controlled unit disconnects and unit becomes AI
if you can explain this to me it would be great...