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Author Topic: Retarded paratroopers  (Read 812 times)

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MadFred

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Retarded paratroopers
« on: 22 Apr 2003, 05:34:00 »
 :-\ Well I have a rather weird problem.

I am using a C-130 Hercules addon and I want to include it into a mission I am making as paratroopers platform

I have three squads (assault1 to 3) in there that are parachuting out at a certain WP.

I have a paradrop script with a delay on the guys and all and it works ok, they jump out in a nice sequenze...but,

When the C-130 (called cplane) reaches the paradrop waypoint it suddenly makes a rather akward banking turn, which in itself is not really a problem.

The men however (every squad has a Move and Seek and Destroy WP for their mission after the drop) DO NOT go to their WP's, instead the run into the wrong direction, away from them.

After approximatly 5 minutes they suddenly turn around and DO go to where they should be, but of course all this looks and is silly.

The script  I am using is:

;
; local variables for [plane,group1,group2,group3] exec "script.sqs"
;
_cplane = _this select 0;
_team1 = _this select 1;
_team2 = _this select 2;
_team3 = _this select 3;

;
; wait until whole squad is out
;

_guys = units _team1 + units _team2 + units _team3;

_A = 0;
ejc="EJECT";

"unassignvehicle _x" foreach _guys;

#WAITING
_listunits = _guys;
_B = count _listunits
~.3
_listunits select _A action [ejc,_cplane];
_A=_A+1
?(_B > _A): goto "WAITING"

exit


It is called eject.sqs and it is triggered with the line in the "on activation" box on the C-130's WP where the drop needs to commence like this:

[cplane,assault1,assault2,assault3] exec "eject.sqs";

Could there be anything I overlooked or that I could add to make them follow their waypoints after parachuting?
Or could this just be caused by a flaw in the addon plane.
I did try the same thing with the Antonov addon and the result is similar. Maybe someone has experienced this before??

Any thoughts on this would be highly appreciated

MadFred

UberKreb

  • Guest
Re:Retarded paratroopers
« Reply #1 on: 22 Apr 2003, 06:15:59 »
I have a probable solution for this one.  I noticed that when I ejected units from a helicopter using snYper's quick helicopter disembark script, the units will run to the location of where they were placed on the map editor.  I didn't really like how they would run to their starting place, so I just placed the units as close to the landing zone as possible.  It could be hard to estimate where your paratroopers will land, but you could always set the groups position in the editor to a place en route to their first waypoint, heck you could probably make their editor position as a replacement for the first waypoint.

I'm not too positive on this one, try it out and see if it works.

UberKreb

MadFred

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Re:Retarded paratroopers
« Reply #2 on: 22 Apr 2003, 08:32:12 »
I appreciate your reply, but they dont run towards their starting postion (placement position) in this one.

I made a smaller example for myself to try some things, in which this happens:

The plane is flying from West to East. and the units are placed on the map right next to the plane, all units are 500 meters from dropzone.

The men jump out due North of their target.

But instead of running to the South (their waypoint is at target site) They run to the North, sometimes NE sometimes NW, it is not even consistent.

Thanks anyway!

CrashnBurn

  • Guest
Re:Retarded paratroopers
« Reply #3 on: 22 Apr 2003, 08:37:01 »
When you unassign a unit from a vehicle, they receive a disembark order at that spot. In your script, you're unassigning them all at once before they eject. By the time the last one ejects, they'll be a long ways from where you unassigned them at, and they may be trying to get to that spot. Try unassigning each one as it ejects. Also, if they have a waypoint prior to ejection, make sure the waypoint is completed before ejection.


_guys = units _team1 + units _team2 + units _team3

_A = 0;
ejc="EJECT";

#WAITING
_listunits = _guys;
_B = count _listunits
~.3
_listunits select _A action [ejc,_cplane]
unassignvehicle (_listunits select _A)
_A=_A+1
?(_B > _A): goto "WAITING"

exit

Offline Artak

  • The old beanbag shaker
  • Former Staff
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    • OFP Team Finlanders
Re:Retarded paratroopers
« Reply #4 on: 22 Apr 2003, 08:38:02 »
Waypoints are shite, m'kay.

Instead try using the move command. Modify your script so that when the units are out of the chopper you'll give the group leader

unitname move getmarkerpos "markername"

command. Place an empty marker (markers cause lag less) to the place where you want them to move and name it with a name you'd use with the command above.

Dunno if this solves anything, but give it a go  ;)
Not all is lost.

Iwesshome

  • Guest
Re:Retarded paratroopers
« Reply #5 on: 22 Apr 2003, 14:32:30 »
MadFred,

I suggest you read this post and apply it to your mission... using a trigger would be much easier  ;D

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=7848;start=0

IW

MadFred

  • Guest
Re:Retarded paratroopers
« Reply #6 on: 22 Apr 2003, 22:59:07 »
As always I look into your suggestions in posting-order
and it's a first-time fix!

CrashnBurn saves the day!

Indeed unassigning the guys one by one when they eject did it!

I am convinced the other suggestions would have worked too but unfortunatly for your effort it's already solved. Nevertheless I appreciate it very, very much!

Thanks guys!!!

MadFred