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Author Topic: parachute script  (Read 2053 times)

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Offline penguinman

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Re:parachute script
« Reply #15 on: 10 Jun 2005, 04:49:59 »
It works!

but now I have the unit in switchmove"crouchToCombat" and he gets stuck, how do I have him him not be stuck in an animation and be able to walk around again.

UNN

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Re:parachute script
« Reply #16 on: 10 Jun 2005, 13:51:24 »
He should'nt be locked from a CrouchToCombat Switchmove.

Might be better to post the entire script or a test mision. Sometimes, depending how you move AI in and out of vehicles, can cause it to loose it's ability to follow orders. I had that problem Setpos'ing AI out of vehicles. Had to use actions instead.
« Last Edit: 10 Jun 2005, 13:52:17 by UNN »

Offline 456820

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Re:parachute script
« Reply #17 on: 10 Jun 2005, 16:02:27 »
erm try
player_name switchmove "null"
i think thats right

Offline penguinman

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Re:parachute script
« Reply #18 on: 14 Jun 2005, 01:07:15 »
nm i fixed it myself, thanks but UNN you said about having them jump out of planes, you had to add another EH.
'
well i do want them to jump out of planes so how do I run the script on them, i tried but all that happens is the units jump out and then another parachute is created near them but they stay in the one they are in and then dont play the anim when they land,

UNN

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Re:parachute script
« Reply #19 on: 14 Jun 2005, 02:45:28 »
Add a getout event to the plane that checks for guys leaving the cargo positions, and grab the chute, OFP creates by default:

Code: [Select]
_Aircraft AddEventHandler ["getout",{_This Exec "CargoEject.sqs"}]
CargoEject.sqs:

Code: [Select]
_Pos=_This Select 1   
_Man=_This Select 2

If (_Pos!="cargo") Then {goto "Exit"}

@((Vehicle _Man)!=_Man)

_Chute=Vehicle _Man

_Chute AddEventHandler ["GetOut",{_This Exec "GetOut.sqs"}]

#Exit

Offline penguinman

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Re:parachute script
« Reply #20 on: 14 Jun 2005, 06:07:40 »
thanks it works, you can find it in scripting beta testing/