Jump to content
Sign in to follow this  
A-SUICIDAL

Need help with enemy paradrop script

Recommended Posts

I am using murk_spawn.sqf in my mission. I downloaded the scripts & sample mission from Armaholic.

http://www.armaholic.com/page.php?id=7074

Everything works well, except I have a few triggers throughout my mission that spawn an enemy helo and when it flies to one of it's waypoints, the waypoint executes a script to eject the AI in cargo. The problem is, the chutes open and the enemy AI fall out of their chutes and splat on the ground, but the chutes stay open and gradually fall to the ground without any enemy in the chutes. Sometimes the first AI to jump out will stay in his chute, but the rest just fall to the ground fast. I've tried scripting it many different ways and each time I test in single player it works fine, but then I play it in multiplayer and they always fall out of their chutes.

Does anybody know why this happens? Does somebody have a better script that is proven to work in multiplayer without the enemy falling out of their chutes? Everything in my mission is done, except for this problem I am having with the parachutes, and I also need a good remove body/vehicle script.

Share this post


Link to post
Share on other sites

take alook at para reinforce in my sig, if you just want something simple there is a simple code in top of the thread to do this for you.

Share this post


Link to post
Share on other sites

are you using a norrins revive script in the same mission?

i think its murklors script that has issues with that, well at least it did before not sure now on latest versions.

Share this post


Link to post
Share on other sites

I downloaded your helo script a few days ago and tested the sample mission, then I tried to figure out how to use it, but I got really confused when I tried to apply it to my mission.

In my mission there are 8 satchel charge objectives. At each objective there are 2 circle triggers that surround the objective. The first trigger radius is 150 meters, the second is 50 meters. Both triggers spawn an enemy helo that has a waypoint directly over the objective that will exec the para drop script. So basically when you get within 150m of the objective, 1 helo spawns and drops enemy at the objective. And when you get within 50m of the objective, another helo spawns and drops more enemy at the objective. Some tanks and stuff spawn too, but they work fine, it's just the AI that fall out of their chutes that is the problem.

Share this post


Link to post
Share on other sites

since its AI that is paradropping, make sure that the code run is just run for server to eject.

if (isServer) then {
  eject code here
};

otherwise it might be that all the clients run the code, and basically the AI is ejecting 1 more time for every client.

meaning he eject from plane(a vehicle), then eject from the parachute(also a vehicle).

PS: for anything related to AI in a MP mission, as long as there is no player as their group leader, always run codes within

if (isServer) then {ai stuff here};

Share this post


Link to post
Share on other sites

Norrin's script has conflicted with other scripts in my mission many times. For instance, the leader in my mission can deploy a ralley point that players can teleport to from the base flag. When redeploying a new ralley point, it deletes the old ralley point. The problem is... if I am the leader, sometimes when I revive somebody, the action to deploy the ralley point vanishes from my actions menu. I also had to remove my mission start camera (12 second pan-in effect) and my screen picture, because it conflicted with the revive script as well.

---------- Post added at 11:59 PM ---------- Previous post was at 11:57 PM ----------

I'm going to try what you mentioned above right now. I wish I wasn't such a newb scripter.

---------- Post added at 01:04 AM ---------- Previous post was Yesterday at 11:59 PM ----------

Thanks Demonized. I think that fixed it. Not 100% sure unless there are more people in the server. Right now I'm just testing with 1 friend and it worked fine. But yeah, Norrins's revive script keeps conflicting and causing me to lose the ability to deploy a rally point. I revive a guy and then lose the action to deploy the rally point.

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  

×