Jump to content
Sign in to follow this  
GulfWar

Plz help a stupid person

Recommended Posts

Ok i'm new at this mission editing stuff so... Can someone plz help me in how i can make a chinook carry like 24 passengers but there all not assigned to me and then i fly to a area and i hit a radio command and they eject out?

Thank you very much.

Share this post


Link to post
Share on other sites

ok, heres how you do it:

You need to be familier with either scripts or gamelogics to pull this one off, but here it is.

First, of course you need to make your radio trigger that you want to activate the parachuting. After that, you can either...

Make a game logic with 49 waypoints (i know, it sounds a bit much, but if you want all 24 passengers, this is how to do it.). The first of its waypoints you want to synchronize to your trigger. that way, no one moves until you say so. The next of its waypoints, put this in the activation field:

unit name action ["eject", chopper name]; unassignvehicle unit name

And in the waypoint after that, put just a number "1" in each timeout box. this makes it so that it waits a second before ejecting the next guy, so they dont get tangled in their chutes and die.

then, alternate this for the rest of the waypoints.

Or, you could use this script:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

~1

unit name action ["eject", chopper name]; unassignvehicle unit name

<span id='postcolor'>

Copy all of that into a notepad file and name it Eject.sqs

Then, in the activation field of your radio trigger, put [] exec "eject.sqs"

Share this post


Link to post
Share on other sites

Thank you very much you guys,

Share this post


Link to post
Share on other sites

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Copy all of that into a notepad file and name it Eject.sqs<span id='postcolor'>

And maybe you GulfWar noticed that is good to remove

the formatting tags..

smile.gif

Share this post


Link to post
Share on other sites

Another way to do this which would require less code follows:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;Drop them bad boyz!!!

;Get the first variable that was loaded, should be the group  name.

_Group = _This Select 0

;Get the name the copter, loaded as second variable in array used to call the script

_Copter = _This Select 1

;Load the variable _AUnits with an array that contains all the units in _Group.

_Aunits = Units _Ldr

;Nothing more than a variable to contain a counter

_i = 0

;This gets a number count of all units in the group array _Aunits

_Max = Count _Aunits

#DropOne

;This command selects the unit to drop and punts him from the copter

(_Aunits Select _i) action["EJECT", _Copter]

;This unassigns the vehicle for that same unit

UnassignVehicle (_Aunits Select _i)

;Increment the counter _i by one, thereby it will allow us to reference the next unit in the group array

_i = _i +1

;Wait one second

~1

;If the __Max > _i, then there are still slackers in the copter.  Tells it to return to #DropOne and kick another out.

? _MAX > _i:Goto "DropOne"

;For a dramatic effect, enter this to blow the chopper to smithereens!

_Copter SetDammage 4

;Leave the script

Exit

<span id='postcolor'>

Now, copy all of that into notepad and save it in your mission directory as Para.sqs (or whatever you want to call it) then in a trigger, or waypoint on activation box put the following:

[GroupName,CopterName] exec "Para.sqs"

Obviously substitute GroupName with the name of your group, and CopterName with the name of the helecopter and you are in business.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×