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Author Topic: need help with para trooping  (Read 690 times)

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jippojudas

  • Guest
need help with para trooping
« on: 27 Dec 2003, 04:32:23 »
ok ive created a ctf misson and i want players to start in the air and to have the option to open shute like other ppl have done on their missions, how do i do this
ta leigh

gundernak

  • Guest
Re:need help with para trooping
« Reply #1 on: 27 Dec 2003, 14:06:20 »
ok:)

1 create a chopper, name it chopper.

2 create a group of soldiers. write this line to each soldier's init field:

  this moveInCargo chopper

All sodiers will start the mission inside the chopper.

When there is enough height to eject. Any soldier can eject or you can eject them.

If there is not enough height they will eject as well, just they will crach a little bit...
;)

Offline rhysduk

  • Former Staff
  • ****
Re:need help with para trooping
« Reply #2 on: 27 Dec 2003, 15:31:09 »
Quote
When there is enough height to eject. Any soldier can eject

I dont think "any soldier" will eject if there is enough altituide between them and the ground. They need to be "TOLD" to eject, either thorugh a script or a bit of syntax...

Or have i read your post incorrect ?

Rhys
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

jippojudas

  • Guest
Re:need help with para trooping
« Reply #3 on: 27 Dec 2003, 15:38:49 »
fanx for the replies guys , have u played the online map called ctf dropzone? all players start in free fall and when u see the ground u select the option to open yr shute thats what im after doin
ta leigh

deaddog

  • Guest
Re:need help with para trooping
« Reply #4 on: 27 Dec 2003, 16:03:26 »
There should be a HALO script for that in the editors depot, when it comes back up.  But it should go something like this:

in the player's init line:
Code: [Select]
this setpos [getpos this select 0,getpos this select 1,500];chuteid=player addaction ["Deploy Chute","chute.sqs"]
In a script called chute.sqs

Code: [Select]
_c="parachute" createvehicle getpos player
player moveindriver _c

player removeaction chuteid

exit

Offline rhysduk

  • Former Staff
  • ****
Re:need help with para trooping
« Reply #5 on: 27 Dec 2003, 16:14:51 »
Very Nice DD :)
Reviewed Missions Board: Please Read the User's Guide before posting!

Pride and Joy 1 (HW100-T)

jippojudas

  • Guest
Re:need help with para trooping
« Reply #6 on: 27 Dec 2003, 16:38:08 »
ta ,so that will start players in free fall? with the ption to open their shoots?

and another fing i want to put custom music at the start of it how do i do this?

deaddog

  • Guest
Re:need help with para trooping
« Reply #7 on: 27 Dec 2003, 17:41:13 »
That script doesn't actually work.  Try this one :)

Code: [Select]
_c="parachute" createvehicle [0,0,0]

~.2

_c setpos getpos player
player moveindriver _c

player removeaction chuteid

exit


For some reason, it won't work if you don't have a weapon drawn.  I'm sure that was worked out by the author of the HALO script.  But you get the general idea.

Check out the tutorials for the custom music stuff.  Here is one by Hangfyre:
http://opflashpoint.org/mappingtutorials.php?f=7
« Last Edit: 27 Dec 2003, 17:43:18 by deaddog »

gundernak

  • Guest
Re:need help with para trooping
« Reply #8 on: 27 Dec 2003, 20:27:45 »
rhys
Or have i read your post incorrect ?
yes, you have ;)

Any soldier can eject or YOU CAN eject them....

If a soldier is playable and there is a player the soldier can eject, or you can command them to eject...

jippojudas

  • Guest
Re:need help with para trooping
« Reply #9 on: 28 Dec 2003, 00:15:01 »
fanx for all yr help guys, ok a last question, ice cut and pasted my description file, my ctf mission has custom sounds for ucapture uscore etc , now also ive done sounds for an intro, and when i get the flag a error messge says cant find sound u capture what have i done wrong here :

class CfgMusic
{
     tracks[]={kisssky};


     class kisssky
     {
     name = "kiss sky";
     sound[] = {\music\kisssky.ogg, db+10, 1.0};
     };

};

class CfgSounds
     {
     sounds[] = { enemy, saddle };

     class saddle
     {
          name = "saddle up lock and load";
          sound[] = {\sound\saddle.ogg, db+10, 1.0};
     titles[] =  {};
     };
     class enemy
     {
          name = "we are the enemy";
          sound[] = {\sounds\enemy.ogg, db, 1.0};
     titles[] = {};
     };
};
---------------------------------------^ ^ that bit works

sounds[] =
      {
         UScore, RScore, UCapture, RCapture
      };
   class UScore
   
   {
      name = "UScore";
      sound[] = {"UScore.ogg", 1, 1.0};
      titles[] = {   };
   };
   class RScore
   
   {
      name = "RScore";
      sound[] = {"RScore.ogg", 1, 1.0};
      titles[] = {   };
   };
   class UCapture
   
   {
      name = "UCapture";
      sound[] = {"UCapture.ogg", 10, 1.0};
      titles[] = {   };
   };
   class RCapture
   
   {
      name = "RCapture";
      sound[] = {"RCapture.ogg", 10, 1.0};
      titles[] = {   };

---------------------^ this dont :/

gundernak

  • Guest
Re:need help with para trooping
« Reply #10 on: 28 Dec 2003, 17:42:17 »
At first make sure you have a 'music' and a 'sound' folder in your folder of your own mission. These folders must contain your propriate ogg files.

This is from Bloodmixer's sound tut. This you can use as a template for description.ext file. Check the syntaxes. Or simply change the filenames to yours...:

// Define speech sounds in the game

class CfgSounds
{
   sounds[] =    { voicesample };

   class voicesample
   {
      name = "";
      sound[] = {"voicesample.ogg", db-40, 1.0};
      titles[] =
      {
         0, $STRM_voicesample
      };
   };
};


// Define radio sounds in the game.
class CfgRadio
{
   sounds[] =
      {
         pilot1,pilot2,pilot4
      };

   class pilot1
   {
      name = "";
      sound[] = {"pilot1.ogg", db-40, 1.0};
      title = $STRM_pilot1;
   };
   class pilot2
   {
      name = "";
      sound[] = {"pilot2.ogg", db-40, 1.0};
      title = $STRM_pilot2;
   };
    class pilot4
   {
      name = "";
      sound[] = {"pilot4.ogg", db+10, 1.0};
      title = $STRM_pilot4;
   };
};

class CfgMusic
{
   tracks[]={helimusic};

   class helimusic
   {
      name = "";
      sound[] = {\music\helimusic.ogg, db+30, 1.0};
   };

};


class CfgSFX
{
   sounds[] = {};
};
class CfgEnvSounds
{
   sounds[] = {};
};

deaddog

  • Guest
Re:need help with para trooping
« Reply #11 on: 28 Dec 2003, 17:55:02 »
You closed out your cfgsounds class before adding the second set of sounds.  

jippojudas

  • Guest
Re:need help with para trooping
« Reply #12 on: 28 Dec 2003, 21:15:13 »
ok nearly complete , when i take the flag teh sound plays but no titles  i.e so and so has the flag and one point for the east, also at the start of the misson it says cant find outro.sqs, i dont care about an outro how do i make it so that the error message dont come up, my misson is nearly complete  :>