Home   Help Search Login Register  

Author Topic: Flyinheight problems  (Read 461 times)

0 Members and 1 Guest are viewing this topic.

ocnick

  • Guest
Flyinheight problems
« on: 31 Aug 2004, 00:55:19 »
I know there's been a lot of talk about choppers and what not, but I sure couldn't find anything that could help me out.

I added a chopper drop counter-attack into one of my missions to spice it up, but of course it didn't turn out so easy.

As it is now, the chopper flies in, drops the dudes at like 20 feet or whatever and they fall to their doom.   I got the chopper's flyinheight set at 80 on the WP before and the one during the ride to the drop point.  He doesn't seem to want to do that though.  I also have him set at "Careless", because he seemed to make sporadic movements when he saw our tanks.

Here's my eject script (highly advanced  :P), not sure if that's the problem.

Code: [Select]
para1 action ["eject",mi8]
unassignvehicle para1
~.5
para2 action ["eject",mi8]
unassignvehicle para2
~.5
para3 action ["eject",mi8]
unassignvehicle para3

If you got any ideas I'd appreciate the help  ;D.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:Flyinheight problems
« Reply #1 on: 31 Aug 2004, 01:15:29 »
Maybe you could make the jump conditional on height.

#start
_hyt = getpos chopper select 2
? _hyt >= 50 : goto "jump"
chopper flyinheight 60
~0.1
goto "start"

#jump
para1 action ["eject",mi8]
unassignvehicle para1
~.5
.
.
.

You will lose less men that way


Planck
« Last Edit: 31 Aug 2004, 01:22:55 by Planck »
I know a little about a lot, and a lot about a little.

ocnick

  • Guest
Re:Flyinheight problems
« Reply #2 on: 31 Aug 2004, 02:13:40 »
Cool, thanks Planck, I'll play around with it.