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Author Topic: eject scripts....  (Read 859 times)

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mr.sert

  • Guest
eject scripts....
« on: 20 Feb 2003, 08:20:13 »
I know there is a ton of them out there. I'm not the greatest with scripts, and I'm looking for an eject script where all of my guys eject at once. This will be done from a little bird with limited speed, and low height. So I want them all to just "hop off". If anyone knows a script like this, or could post the text of a script, and what parts to edit that would be greatly appreciated. Thanks in advance.......


- Mr. Sert

Anmac

  • Guest
Re:eject scripts....
« Reply #1 on: 20 Feb 2003, 14:09:06 »
To get them to "Hop off" all you need is a get out waypoint.

Troops will get out of a chopper that is hovering just above the ground.

 ;)
« Last Edit: 22 Feb 2003, 00:00:23 by Anmac »

MorMel

  • Guest
Re:eject scripts....
« Reply #2 on: 20 Feb 2003, 17:07:28 »
Humm... "GetOut" waypoint is failable... You could edit a "ejection" scipt:

at the time delay for unit ejection looping change it to .01

ex:

BEFORE
~2

AFTER

~.01

Or, if the script has the possiblity of setting a time delay between loops, set that delay to .01


whiplash2000a

  • Guest
Re:eject scripts....
« Reply #3 on: 21 Feb 2003, 20:42:08 »
You are probably going to run into problems with units "killing" each other as they collide when getting off of the chopper. Of course, this will only happen if they are using parachutes. The ofp units don't have a very safe falling range.

Offline XCess

  • Former Staff
  • ****
Re:eject scripts....
« Reply #4 on: 22 Feb 2003, 18:39:14 »
This was in the example mission for the Littlebird pack.

Make a 'Transport Unload' waypoint for the MH-6.
Make a trigger. In the Condition field type:
      '!(groupLeaderName in heloName)
   In the Activation field type:
      'unit2Name action ["eject",heloName"];
       unit3Name action ["eject",heloName"];
       unit4Name action ["eject",heloName"];

Make sure you change the names to your units' names.