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Offline campbell

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parcutte group
« on: 22 Aug 2006, 02:38:09 »
Have group in helo1 tryed trigger and waypoint still group wount jump out of helo1. Need help with helo1 par jump script> need good comf refecnece on commands. I copy and paste some just dont work? Help Please :banghead: :banghead: :blink: :whistle: :shhh: :scratch: :weeping: :weeping:

Offline Blip

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Re: parcutte group
« Reply #1 on: 22 Aug 2006, 03:23:45 »
I can going to imagine you have tried just ejecting all the units so here are to scripts that should work.

Quote
Eject.sqs
_helo = _this select 0

#next
_men = (crew _helo) - [commander _helo, gunner _helo, driver _helo]
_nMen = count _men
?_nMen == 0:hint "Nobody to eject!";goto "end"
_man = _nMen + 1
~4


#loop
_man = (_man - 1)
_man1 = _men select (_nMen - _man)
unassignvehicle _man1
_man1 action ["eject",_helo]
[_man1] exec "parachute.sqs"
?_man == 1:goto "end"
~1
goto "loop"

#end
_men = (crew _helo)
_nMen = count _men
?_nMen > 3 : goto "next"
exit

Quote
parachute.sqs
_man = _this select 0
_man switchmove "Para"

_man switchmove ""
_man setbehaviour "aware"
_para = "parachuteG" camCreate[(getPos _man select 0), (getPos _man select 1), (getPos _man select 2) + 1]
_man moveindriver _para
exit


Try these two scripts in a waypoint or trigger.

Blip 
« Last Edit: 22 Aug 2006, 03:25:22 by Blip »
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Offline THobson

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Re: parcutte group
« Reply #2 on: 22 Aug 2006, 09:02:48 »
Not sure why parachute.sqs is needed.  An unassignVehicle and an eject is usually sufficient.

FlyingDuck

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Re: parcutte group
« Reply #3 on: 22 Aug 2006, 17:29:54 »
hey,

Frist you place a UH-60 with the name helo1
Then you make a group and name each unit like g1,g2,g3...
In the init field of each unit you give the command of beiing in helo1 like: this moveincargo helo1
Then you make a trigger somewhere where you want to let them jump. you group the trigger with helo1 and it activates when vehicle is present, so you have to make waypoints for helo1 to cross the field of the trigger. In the On Activation field of the trigger you type:
[] exec "parachute1"

Then you make in your mission folder an script called: parachute1
in the script you type the actions for each unit of the parachute group. like this.

g1 action ["eject", helo1]
~0.75 (this is the time in sec. between the jump of g1 and g2)
g2 action ["eject", helo1]
~0.75
g3 action ["eject", helo1]
ect.

When your para`s get killed in the jump you place a waypoint before reaching the trigger with in the On Activation field: helo1 flyinheight 100

well I hope it works and succes

Offline THobson

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Re: parcutte group
« Reply #4 on: 22 Aug 2006, 17:51:00 »
Niels

We appreciate you trying to help but I think there are a few issues with your suggestion.
- you must unassign the units from the vehicle
- the name of the script should have an sqs extension
- it is less cumbersome not to 'hard wire' the names of the units into the script.

Here is what I do:

Put this in the init field of the leader of the group that is to parachute:

group1 = group this

Create a trigger that will detect the presence of the chopper.  NB this should be a deep trigger as choppers travel quite fast and I have seen missions fail at this point because they fly through the trigger without being detected, and it should be a wide trigger because choppers soumetime do not fly exactly where you want them to.

The trigger should have this in the activation field:

[group1] exec "eject.sqs"

eject.sqs look like:

Code: [Select]
_group = _this select 0
_units = units _group

_i=0
#loop
_unit = _units select _i
_unit action ["eject",vehicle _unit]
unassignVehicle _unit
~1
_i = _i + 1
if (count _units > _i) then goto{"loop"}

exit

This script will then be capable of being used by many different groups, and many different choppers.

I cannot guarantee the above is free of typos - I did it from memory.
« Last Edit: 22 Aug 2006, 18:01:16 by THobson »