*BOOM**PsyWarrior bursts through wall of OFPEC with fireworks and other explosives*
I Have Returned.
I apologise for the delay.
So, to buisiness...
How did you accomplish this Klinky? I've been using the cyling nearest object command from 4 directions (as suggested by sa8) but I'm still experimenting with it to achieve the maximum success rate with the minimum lag (a lot of optimisation required to get this working perfectly). Getting the unit out of the raft and into another boat is easy, but finding the nearest boat to the unit... isn't.
Using the 'Multiplexing object proximity detector' (as I have dubbed the nearestObject command method above), it is possible to 'lock on' to the objects captured by the 4 nearestObject cycles (hopefully this is making some sort of sense to someone...), assigning them to variables, and detecting which one is the closest to the raft. It has a fairly high success rate, although if there are more than 4 boats in the area, sometimes a few boats slip through the net.
We are working to resolve this.
Please share your insights with us Colonel - together we can produce a powerful, versitile and still easy to use bailout script.
I will work on implementing SAR elements later. Chopper spawning is an excellent idea, and to this end, another 3 optional variables will be added to the exec line (enable/ disable, type of chopper, place for chopper to take survivors). If they are left empty, this part of the script will not execute.
[pilot1, (...) enable, UH60MG, homebase]
All the optional parts of the script will be called at the end of the exec line, so the designer can simply leave those parts blank if s/he doesn't want them.
The reason my PsyProductions Forums thread has not been updated is due to administrative problems, which will be resolved in the near future.
-Supr. Cmdr. PsyWarrior
-Psychic Productions
P.S. - The Psychic Productions Forums thread
-HERE- has now been updated. A full feature list can be found there.