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Author Topic: CRASH LAND  (Read 1953 times)

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ZIKAN

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CRASH LAND
« on: 27 Aug 2002, 01:41:44 »
Basicly have a script so that an aircraft would fly then crash land and be damaged,the pilot would remain intact albeit slightly wounded and be able to climb out of the wreckage of the aircraft.

Any offers?  ;)

Offline icarus_uk

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Re:CRASH LAND
« Reply #1 on: 27 Aug 2002, 02:48:15 »
AI or human pilot?

Jakerod

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Re:CRASH LAND
« Reply #2 on: 27 Aug 2002, 04:13:26 »
There is one....well was one it made the helicopter go down spinning(like in BHD) and then you could choose if you wanted the pilots to live or die.

tai mai shu

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Re:CRASH LAND
« Reply #3 on: 27 Aug 2002, 04:14:50 »
yeah its nearly impossible to make that work with humans, unless you do sumthin so that an ai takes control of the plane.

the ai can control the plane, and decrease the drop speed of the plane/chopper for some reason.  just check out the blackhawk down script... the ai will crash perfectly,w ithout dying, while a human pilot always blows it up...

Solarix

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Re:CRASH LAND
« Reply #4 on: 27 Aug 2002, 04:48:17 »
try setting the fuel to 0

unitname setfuel 0


Jakerod

  • Guest
Re:CRASH LAND
« Reply #5 on: 27 Aug 2002, 05:10:28 »
It would still collapse on them though it just wouldnt explode.

tai mai shu

  • Guest
Re:CRASH LAND
« Reply #6 on: 27 Aug 2002, 10:07:29 »
hmm, maybe do a really quick loop that checks if they gain damage, than set back to 0, but this usually wont work without modifying the onplayerkilledorwhatverthenameis.sqs

ZIKAN

  • Guest
Re:CRASH LAND
« Reply #7 on: 27 Aug 2002, 14:24:16 »
AI or human pilot?

It will be a human pilot, for an escape and evasion mission.

Stalker

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Re:CRASH LAND
« Reply #8 on: 27 Aug 2002, 15:04:10 »
Impossible. You will always die during the crash. You can make an intro where AI pilot crashes and in the mission human pilot gets out from the wrackage.

Offline icarus_uk

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Re:CRASH LAND
« Reply #9 on: 27 Aug 2002, 18:47:22 »
You can use a trigger to check the height of the plane;

(GetPos PlaneName Select 2) < 10

And then the activation line grabs the pilot out and moves him to a safe distance. to the ground.  If you make it a cutscene then you can just replace the human pilot with an AI one.  And swap back.  If you want to do it real time with a human player, its going to be messy.

Offline Gastovski

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  • #loop; Gastovski setdammage 0; ~0.01; goto "loop";
    • Falklands Mod
Re:CRASH LAND
« Reply #10 on: 27 Aug 2002, 21:59:17 »
You could check the height of the player, and if it is 25 feet, he blacks out, and then wakes up in the wreckage later on (maybe 10 minutes)...

Soldier8Boy

  • Guest
Re:CRASH LAND
« Reply #11 on: 02 Sep 2002, 06:06:14 »
The WW2 Engineer Corps has a crash'n'burn script in which the plane goes down with a fire and smoke trail.

http://www.thecorps.insideofp.com

Bluelikeu

  • Guest
Re:CRASH LAND
« Reply #12 on: 19 Mar 2004, 17:13:45 »
Do only want a plane to crash or could it be a helicopter.

If i'ts a helicopter i've already made a pretty good script that works with human pilots. You can never die with this one. The helicopter also spins until it hits the ground, then smoke comes out, plus a little shockwave.

Homefry31464

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Re:CRASH LAND
« Reply #13 on: 20 Mar 2004, 00:28:08 »
Could you maybe post it here so other people can use it?


Bluelikeu

  • Guest
Re:CRASH LAND
« Reply #14 on: 20 Mar 2004, 19:42:33 »
Alrieght ill post it, but first i gotta organize it.

It's looks like a hurricane went through my computer.

Migebuff

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Re:CRASH LAND
« Reply #15 on: 21 Mar 2004, 00:26:24 »
Quote
Impossible.
Lol, you are just too lazy to answer him, admit it!


vehicle player setfuel 0
@ getpos player select 2 <= 30
player addeventhandler ["hit",{player setdammage 0}]
@ speed vehicle player <= 5
player removealleventhandlers "hit"

Edit: Error fixed, thx Oskar  :)
« Last Edit: 21 Mar 2004, 22:15:47 by Migebuff »

Oskar

  • Guest
Re:CRASH LAND
« Reply #16 on: 21 Mar 2004, 21:31:07 »
Man, that was great.. it worked for me :D

vehicle player setfuel 0
@ getpos player select 2 <= 30
player addeventhandler ["hit",{player setdammage 0}]
0}]
@ speed vehicle player <= 5
player removealleventhandlers "hit"

You have to remove the 0}] on the 4th line, it was the thing messing it up. If you remove it will work great..