Home   Help Search Login Register  

Author Topic: Getting high (flyinheight)  (Read 574 times)

0 Members and 2 Guests are viewing this topic.

Siber Fox

  • Guest
Getting high (flyinheight)
« on: 12 Mar 2003, 23:06:29 »
Is there a way to go higher up than the set limit?

I got the new guided parachute, and it does no good if you dont have time to steer while you fall?

I tried up to 6000, failed. I just need to know how to start at about 6000 m in the air.

Offline Chris Death

  • Former Staff
  • ****
  • Finally Death's gonna get ya
    • OFPEC
Re:Getting high (flyinheight)
« Reply #1 on: 12 Mar 2003, 23:22:27 »
Well, you could try a work around by creating a short
loop situation.

Setpos the unit to the height limit and do it e.g. 3 times.
When the unit is falling into it's 4th attemp let it make
the ultimate fall.

:note - don't forget to check wether the player has already
pulled the chute trigger within one of the first 3 falls, as
it would look stupid setposing him up to the sky when he's
already in the chute.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Ace

  • Guest
Re:Getting high (flyinheight)
« Reply #2 on: 12 Mar 2003, 23:36:28 »
in his init write this setvelocity [0, 0 , 6000] and that will send him up 6000m in the air almost instantaniously.

You could use a Black in titlecut in the init.sqs so the player doesn't see the transpotation (although it only takes a fraction of a second)
« Last Edit: 12 Mar 2003, 23:36:49 by Ace »

Siber Fox

  • Guest
Re:Getting high (flyinheight)
« Reply #3 on: 13 Mar 2003, 00:48:48 »
thanks guys, I found out a alternate way, but those both worked as well.