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Author Topic: Paratroopers problem  (Read 747 times)

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Loup-Garou

  • Guest
Paratroopers problem
« on: 11 Mar 2004, 17:14:50 »
Hi, all. I've two problems with this @x!! paratrooper script :

1) I tried "setPos" and "flyInHeight" commands in many manners (trigger / init field, "unit's special" = none / fying...), but this @/!xx choppers starts ALWAYS  >:( at 50 (altitude). Now, I need a higher altitude to have ALIVE paratroopers !

2) I've made three scripts for three squads (ManDrop1.sqs :

#loop

Man1 action ["EJECT",Heli1]
~.5
Man2 action ["EJECT",Heli1]
...
exit )

(Same method for ManDrop2.sqs and ManDrop3.sqs :

Man11 action ["EJECT",Heli2]....Man21 action ["EJECT",Heli3]...and so on).

All of the squads aren't in the same team as the choppers(Heli1,2,3). They are in the choppers with the command "moveInCargo". All of the squad leaders have one waypoint "Seek and destroy". All of the chopper have a waypoint "Move". Near these "Move" there are triggers (one trigger for one chopper) linked (F2) with each one of the choppers. Triggers properties : Heli[numberofHeli] exec "ManDrop[numberofscript]".

(I hope you understand until now  ;D). So, the problem is :

these stupid scripts work just "sometimes" !!!

(Note : seems working better when choppers' waypoints are "unload"...).

HELP ME PLEASE !
« Last Edit: 12 Mar 2004, 20:32:06 by Loup-Garou »

DraigCoch

  • Guest
Re:Paratroopers problem
« Reply #1 on: 11 Mar 2004, 17:36:57 »

Loup-Garou

  • Guest
Re:Paratroopers problem
« Reply #2 on: 11 Mar 2004, 18:58:14 »
Ok, it works  :D ! Thanks !

The solution :
1) Place a trigger before the "Move" waypoint of each chopper ; in these triggers, type : HeliX flyInHeight 150.

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

3) Note: seems more than ~.5 is necessary to avoid a few dead men among the paratroopers (I'll try 10).  ;D
« Last Edit: 11 Mar 2004, 19:00:39 by Loup-Garou »

Loup-Garou

  • Guest
Re:Paratroopers problem
« Reply #3 on: 12 Mar 2004, 15:37:48 »
Rectification : "." isn't needed in " ~.5". Type : "~5". ~2 and a height of 300 are perfect for dropping 10 men  ;D.

But I've another problem :  >:( ; after the drop, the squad leader ALWAYS order to board in the chopper  !!

(I changed the "MOVE" waypoint of the chopper for "UNLOAD" or "TRANSPORT UNLOAD", but it still doesn't work...).

 :help:  :help:  :help:  :help:  :help:

Loup-Garou

  • Guest
Re:Paratroopers problem
« Reply #4 on: 12 Mar 2004, 20:39:12 »
Note that I typed in the triggers : HeliX exec "ManDropX.sqs", and not [HeliX] exec "ManDropX.sqs"... .

Loup-Garou

  • Guest
Re:Paratroopers problem
« Reply #5 on: 16 Mar 2004, 15:05:16 »
Seems that's there's something to do with "unassignVehicle unit"...and perhaps I must link (F5) the "GET OUT" waypoint with the "TRANSPORT UNLOAD" waypoint... any ideas ?

sa8gecko

  • Guest
Re:Paratroopers problem
« Reply #6 on: 16 Mar 2004, 15:26:05 »
you must unassign the unit from the chopper as soon as it is ejected out
of this. Do not use any 'Getout' or 'Transport Unload ' waypoint for your
units. If you placed them in the chopper at the beginning of the mission,
just give them a 'move' waypoint where you want them to move after
being paradropped.

Loup-Garou

  • Guest
Re:Paratroopers problem
« Reply #7 on: 17 Mar 2004, 21:27:26 »
Ok, it works  :D !

In the script you must type :

Man1 action ["EJECT",Heli1];UnassignVehicle Man1
~2
Man2 action ["EJECT",Heli1];UnassignVehicle Man2
~2
Man3 action ["EJECT",Heli1];UnassignVehicle Man3
~2

and so on...

TOPIC SOLVED !  8)

(Note : I changed the GET OUT and TRANSPORT UNLOAD waypoints for two MOVE waypoints. More, I typed  : [HeliX] exec "ManDropX.sqs" instead of  : HeliX exec "ManDropX.sqs").
« Last Edit: 18 Mar 2004, 19:56:17 by Loup-Garou »