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Author Topic: Getting a helo to paradrop it's cargo passengers once it hits a trigger.  (Read 873 times)

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Baphomet

  • Guest
I'm sure this can be done but I'm not sure on the proper syntax or commands.

Could anyone give me a hand?


Basically the desired effect would be to have a helo flying up on a base while shooting at the defenders and have the trigger make the occupants (sans pilot/gunner) paradrop out onto the base.

Perhaps the leavevehicle command?

I don't know how to assign a group of soldiers to a name. That might make it easier.
« Last Edit: 18 Mar 2004, 08:26:07 by Baphomet »

shadow99

  • Guest
Sorry to disappoint you by not answering your question, but I'd really like to know thay myself.

Assigning names to groups would be incredibly handy, like in "Seek And Destroy" Missions. Instead of saying "this and not alvie enemy1 and not alive enemy2 and not alive... (etc)"
you could just write something like "this and not alive GroupOne".

There are tons of uses for it.

sa8gecko

  • Guest
There are lots of paradrop scripts in the editor depot. Search there and
you'll probably find what you are looking for (high altitude low opening
included)
Anyway:
to assign a name to a group os soldier:
in the group leader initialization field, type like this:
Code: [Select]
my_group_name = group this
Then be advised that safe height for parachuting is about 100 meters or
more. Below this height injuries could result to paratroopers

Assuming you made the helicopter not in the same group of the
paratroopers and named it (i.e.: chopper1), you can make a trigger on the
launching zone with this condition in the Condition field :
Code: [Select]
chopper1 in thislistand this in the on Activation field:
Code: [Select]
[chopper1,my-group_name] exec "paradrop.sqs"where paradrop.sqs is the script that activate paradropping. Don't forget
to set in the same trigger East\West 'present' 'Once' accordingly to the
chopper unit.
As for paradrop.sqs:
Code: [Select]
_heli = _this select 0
_group = units _this select 1
_nunits = count _group
_i=0
#loop
(_group select _i) action ["EJECT",_heli]
unassignvehicle (_group select _i)
~.3
_i=_i+1
? _i<_nunits: goto "loop"
exit

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
In the init line of the group leader write

grp1 = group this

There are paradrop scripts in the Editors Depot.
Plenty of reviewed ArmA missions for you to play

Unnamed

  • Guest
Take a look at this thread, the link was in the other para drop question a few lines down:

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

For the not alive Groupone thing, just use:

Code: [Select]
(IsNull GroupOne) And (IsNull GroupTwo).....e.t.c
This will return true if every member of the each group is dead.

lol...three replies in the space of two minutes :)
« Last Edit: 18 Mar 2004, 12:55:20 by Unnamed »

Loup-Garou

  • Guest
See my topic : http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=16376. The method I use isn't 100 % perfect at this time (I've a little final problem with "unassignVehicle"), but I hope to "finish" it soon  ;D.

Baphomet

  • Guest
Thanks for the replies guys.

I've found the (almost) perfect solution.

It's simple. It does exactly (almost) what I want it to do.

It's Alan Kaiser's paradrop script
http://www.ofpec.com/editors/resource_view.php?id=202

The only problem. It requires a person to manually open. I don't really want this feature since the bulk of the entities using this will be ai controlled.

I'm not really skilled enough to modify it so I'll give some of the others a try, assuming they're easy to implement with clear and concise directions. Unfortunately Loup yours seems to imply a fixed set of waypoint directions, really I can't (ok fine, I don't want to) modify any of my pre-existing waypoints. All I want is a script that runs from a trigger that forces the occupants to eject.

2) Each team leader must have a "GET OUT" waypoint close to these "MOVE" waypoints.


This kind of kills it for me. I've already got a whole spiderweb network of waypoints and I'm just not doing them all over again. Sorry. :-\

Not to mention I couldn't get it to work. That's my fault more than anything since I'm awful at scripting. :P

I don't really need anything complicated.

Just *fly over trigger, kick passengers out* type thing. Kaiser's does that... but it ends up killing the ai.  :P

I didn't know something that seemed so simple would be so difficult. For me at least.


I tried IW's paradrop script. It works exactly how I need it to.


Edit

AGGGH NOOOOOO!

I forgot that there are other eastern guys that sometimes stray within the trigger area (unavoidable unless I want my mission to suck loads of ass). My trigger is set to east:present and so I remembered seeing a long time ago someone making a trigger activate for a specific unit in the condition string: "this ==unitname". But that doesn't work. It gives me an error so maybe it looked differently than how I remember it.

Dammit! I was so close!
« Last Edit: 19 Mar 2004, 06:52:17 by Baphomet »

sa8gecko

  • Guest
Quote
AGGGH NOOOOOO!

I forgot that there are other eastern guys that sometimes stray within the trigger area (unavoidable unless I want my mission to suck loads of ass). My trigger is set to east:present and so I remembered seeing a long time ago someone making a trigger activate for a specific unit in the condition string: "this ==unitname". But that doesn't work. It gives me an error so maybe it looked differently than how I remember it.

Dammit! I was so close!

The Condition should be:

unitname in thislist

Loup-Garou

  • Guest
My topic is a little confused, but it works perfectly now, so I suggest you to try it  ;D . About your trigger, there's a simple method (in the editor) : press "F2" and draw a line to link the trigger and the unit you want to activate it (you'll have : "Activation : Vehicle", "present").  Hope this will help you ! :D