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semedar

HALO "Open Chute" gone after 2nd HALO jump

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As the title says, I have a mission where once I destroy an object (RadarTower), it adds an action to a pilot back at base where it teleports me to inside a static C-130.

My current setup:

Trigger:

Axis A/B:
5 / Rectangle
Activation:
Anybody / Repeatedly / Present
Condition:
((getpos player select 2) > 4998)
On Act:
[player, 5000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

pilotAddAction.sqf

/* Script By Semedar */

// Adds HALO Action Option
pilotHalo addAction [("<t color=""#0099FF"">" + ("C-130J HALO Jump") +"</t>"), "Scripts\Structures\pilotHalo.sqf"];
// Adds 3D Text On Object (Pilot)
waitUntil{(!(isNil "bis_fnc_init"))};
["<t size='.5'>[ <t color='#0099FF'>C-130J HALO Jump</t> ]",position pilotHalo,15,0] spawn bis_fnc_3Dcredits;
exit

pilotHalo.sqf

/* Script By Semedar */

// Teleports Player To The C130J
player setPosATL [1484.71,13248,5001.20]; player setDir 0;
// Tells The Player He Boarded The C130J
TitleText ["", "BLACK FADED", 3];
titleText ["You Boarded A C-130J", "BLACK OUT"];
// Blur Effect When Action Activated
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [6];
"dynamicBlur" ppEffectCommit 0;
"dynamicBlur" ppEffectAdjust [0.0];
"dynamicBlur" ppEffectCommit 7;
sleep 7;
exit

The first jump works as expected, but once I land and go back to the C-130 and try to jump again the "Open Chute" action is no longer there and I can't control my character (move around) and ultimately die. :(

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Everything works as it should, but the 2nd time I HALO drop, the ability to "Open Chute" is gone as well as the ability to move around while in HALO. I've listed anything relevant to the trigger. I'm stumped.

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Stupid question: Does the static C130 drop (never tested it)?

Try putting the trigger-code into the pilotHalo.sqf.

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Stupid question: Does the static C130 drop (never tested it)?

Try putting the trigger-code into the pilotHalo.sqf.

Something like this?

pilotHalo.sqf

/* Script By Semedar */

// Creates The Trigger
_haloTrigger=createTrigger ["EmptyDetector",getPos C130J];
_haloTrigger setTriggerArea [5,5,0,true];
_haloTrigger setTriggerActivation ["ANY","PRESENT",true];
_haloTrigger setTriggerStatements ["((getpos player select 2) > 4998)", "[player, 5000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs'", "deleteVehicle __haloTrigger"];
_haloTrigger setTriggerText "C130J HALO";
_haloTrigger setTriggerType "NONE";
// Teleports Player To The C130J
player setPosATL [1484.71,13248,5001.20]; player setDir 0;
// Tells The Player He Boarded The C130J
TitleText ["", "BLACK FADED", 3];
titleText ["You Boarded A C-130J", "BLACK OUT"];
// Blur Effect When Action Activated
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [6];
"dynamicBlur" ppEffectCommit 0;
"dynamicBlur" ppEffectAdjust [0.0];
"dynamicBlur" ppEffectCommit 7;
sleep 7;
exit

Edit: Just tried it and it still doesn't fix it.

Edited by Semedar

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No, don't generate the trigger via script...:eek:

Just check if player is inside the C130 and give him the Halo option..

Unluckily im not in front of my Arma to test it...:(

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No, don't generate the trigger via script...:eek:

Just check if player is inside the C130 and give him the Halo option..

Unluckily im not in front of my Arma to test it...:(

I wouldn't know how to check if the player is inside the Static C130 as it's just an object, not a vehicle. :confused_o:

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could you check the distance between the unit and the c130? if (unitname distance myC130 < 3)

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