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Author Topic: Problem with LustyPooh's eject script  (Read 923 times)

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Mr.BoDean

  • Guest
Problem with LustyPooh's eject script
« on: 12 Jun 2003, 07:00:58 »
 I've been testing a combo of David Berka's vehicle ParaDrop script with LustyPooh's airborne parachuting eject script. I've gotten them both to work together , but I've noticed that after the heli drops all of the men, it ignores its WP and instead descends to a low hover and waits while the men then regroup and re-board the heli before it continues on.
   The soldiers are in a separate group from the chopper and have separate WP's . I only have Move WP's for the chopper and want to delete it with deletevehicle shortly after the drop to reduce lag.
 (BTW, This is for a 1.46 MP mission.    ;) )

;Here is the script:

_grp = _this select 0
_vehicle = _this select 1

_aunits = units _grp
_i = 0
_j = count _aunits

#Here
(_aunits select _i) action ["EJECT",_vehicle]
_i=_i+1
~1
?_j>_i:goto "Here"

exit

Is this one of those glitches because I used this moveincargo for the units? Do I need to add in an unassignvehicle command in the script?   ???  ???
Thanks for the help.   :)

asmodeus

  • Guest
Re:Problem with LustyPooh's eject script
« Reply #1 on: 12 Jun 2003, 07:16:39 »
Yep!

The answer is in the question!  

Quote
Do I need to add in an unassignvehicle command in the script?

Have you tried it?   ;)  Trust your instincts my son..  The force is with you.   ;)   8)

Asmo


Mr.BoDean

  • Guest
Re:Problem with LustyPooh's eject script
« Reply #2 on: 12 Jun 2003, 07:40:40 »
Yep!

The answer is in the question!  Have you tried it?   ;)  Trust your instincts my son..  The force is with you.   ;)   8)

Asmo



LOL, Thanx, Asmo ....yeah I just switched over to the coyote's ejection script which included an unassignvehicle command in there.    :D