Home   Help Search Login Register  

Author Topic: HALO Drops with Steerable Chute  (Read 1171 times)

0 Members and 1 Guest are viewing this topic.

Offline the corinthian

  • Members
  • *
  • I'm a llama!
HALO Drops with Steerable Chute
« on: 01 Apr 2005, 11:49:55 »
Hi guys

I have a co-op mission I have been working on where the players are HALO dropped from a C130 at the beginning. They deploy their chutes manually (using toadlifes real halo script) and open the chutes. However these chutes are the standard chute so I altered it to create the Flying Chute addon (steerable) and to move the player into this when he deploys the chute.

This works fine, the group eject from the plane and manually deploying the chute works fine. However once in the chute the player is sometimes still facing the ground and usually splats, or the chute levels off but then it is travelling at 100+kph and the player dies when he lands.

I need to know a few things...First how can I level off the player so that the chute opens and the player is upright? Secondly how can I limit the speed the chute travels at when in flight?

As this is a multiplayer mission I also need to make sure this works on the clients too.

Can anyone help please?

Later in the same mission I have the players extracted by heli just before a small nuke goes off then the shockwave from the nuke causes the heli to crash "blackhawk down" style. I am currently using the burnfire mod to create the mushroom cloud but I have seen the GI-250 nuke in the Wanzer pack and was very impressed with the nuclear explosion on it so I plan on using it in my mission. I have found out the name of the nuclear bomb and was wondering how I would create the nuclear bomb and detonate it at a set location? Should I use the camcreate command or createunit or setpos commands?

Offline Tyger

  • Former Staff
  • ****
  • I was at OFPEC when it still had dirt floors...
    • OFPEC
Re:HALO Drops with Steerable Chute
« Reply #1 on: 02 Apr 2005, 04:35:05 »
I have found that you can control the chute using setVelocity to a certain extent.
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

DBR_ONIX

  • Guest
Re:HALO Drops with Steerable Chute
« Reply #2 on: 02 Apr 2005, 15:35:22 »
Code: [Select]
thenuke = "NukeClassName" camcreate [getpos nukeimpactpoint select 0, getpos nukeimpactpoint select 1, 20]
thenuke setdammage 1

To use that you need to...
Change nukeimpactpoint to an object's (Gamelogic is best) name, say if you have an object called "SplashPoint", you'd use : getpos SplashPoint, if you wanted to blow it up where the player was, you'd use getpos player..

The 20 in the first line is the height it will detonate at.
The last line simply destroys the nuke, which sets it off

As for the halo drop, to script this from scratch would be hard. Maybe adding a few actions, "Shift North", "Shift South" etc, and 4 scripts that contain..
Code: [Select]
_unit = _this select 0
_unit setvelocity [velocity _unit select 0 + 10,velocity select 1, velocity select 2]
And change the +10 value, move it around etc you'd be able to give some control over it.. Not very neat or easy..
I'd recommend using...
http://ofp.gamezone.cz/index.php?showthis=8104

or ToadLife's amazing Realistic Halo Drop script, all though it dosn't have a steerable parachute, it works really well (And in MP too)
- Ben

Offline the corinthian

  • Members
  • *
  • I'm a llama!
Re:HALO Drops with Steerable Chute
« Reply #3 on: 05 Apr 2005, 15:21:43 »
Thanks for the replies guys.

I managed to get the nuke working. Ultimately I de-pbo'd the Wanzer pack to find the name of the nuclear weapon I needed to create then ended up using createvehicle and setdammage to explode the nuke.

A little bit of camera scripting later and I have an excellent little scene that shows a nuke going off in the background just as the blast forces my chopper to perform a Blackhawk down landing.

As for the HALO drop, I am using toadlifes realistic HALO script and I managed to swap the parachute to the steerable one. Its just that when I click deploy chute the player has the chute deployed usually whilst he is facing straight down which causes problems with the chute (if you manage to pull out of the dive then you are doing over 100 kph and die when you hit the ground unless you manage to slow yourself down with some fancy flying).

I used the steerable chute initially in a mission where I have the player on a motorbike being chased by the enemy and to escape he leaps off the cliffs (the vertical ones at north of Nogova) and parachutes down to a waiting extraction boat and didnt really have any problems. I am thinking that if I alter toady's script so that before the chute is created the player is moved upright and his velocity reduced then this could work.

I'll let you know.