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Author Topic: ok so parachuting works in a chopper BUT...  (Read 2126 times)

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Re:ok so parachuting works in a chopper BUT...
« Reply #15 on: 29 Jul 2004, 00:17:52 »
ahh macguba ur right i did previously have addons in it. but that doesnt matter!!! i got it to work ;D. everything i had done was right. all i needed to do was group the trigger that activated the script with the fokker troopship and jingle and jangle a couple other things, thanks to Tombs posts on the parachuting thread, it gave me those few exta things i needed.  ;D ;D

the only problem is that all FDF soldiers (not halo paratroopers) dont pull their parachute and plumet to their death on the solid sand...

Dubieman

  • Guest
Re:ok so parachuting works in a chopper BUT...
« Reply #16 on: 29 Jul 2004, 04:27:37 »
Well I read your .sqm and I cannot open something with a bunch of adddon names. I'd crash to desktop....

Well I'd imagine grouping the trigger would work much better. What about naming the group, group alpha? I read the script and that is what it specifies. Not a unit...
When calling it...

Code: [Select]
; AIRBONE PARADROP SCRIPT
; Modified From Rapple.sqs by: Mustang60348
; Modified by: the[]coyote
;
; This script calls two parameters: the name of the group to paradrop
; and the name of the helicopter to paradrop from. Syntax is:
;
; [groupname, heliname] exec "schute.sqs"
;
; In order to use the script, place a trigger where you want to paradrop to start from.
; In the Actvation field type: [groupname, heliname] exec "schute.sqs"
; Once the trigger is activated, the helicopter will drop one paratrooper per second until
; all units in the group are in the skies. Personally, I make the helo stay at limited
; speed and no less than 100 height for safety of the paratroops.

_Group = _this select 0
_Vehicle = _this select 1


_listunits = units _Group

_A = 0
_B = count _listunits
#KEEPSENDING
_listunits select _A action ["EJECT", _vehicle]
Unassignvehicle (_listunits select _A)
_A=_A+1
~1
?_B >_A:goto "KEEPSENDING"
~1
MoveNext = TRUE

 :P