engima 328 Posted May 23, 2012 Hi there! I need help with my paradrop script. The enemy AI units ejects, but some of them doesn't seem to have parachutes, so they just falls to the ground and dies. Their parachutes actually opens later, but fall empty to the ground. I use the following code: { unassignVehicle _x; _x action ["eject", _chopper]; waituntil {vehicle _x != _chopper}; sleep 0.5; } foreach _dropUnits; I've read about a few who have had similar problems, but no solution yet solves the problem for me. Does anyone know what I'm doing wrong, or if there is a good workaround for this? Thanks! Share this post Link to post Share on other sites
Mojito69 1 Posted May 24, 2012 Hi ! Try with more "sleep" like sleep 1; Or Waituntil {vehicle _x == "Parachute classname"}; Share this post Link to post Share on other sites
fencr0c 10 Posted May 24, 2012 I had the same results with para-drops, found that in preview they remain attached to chutes, but when playing on dedicated some units are not attached to chutes. Instead what happened when playing on dedicated is that unit and chute reattached themselves once they hit the ground, unit was alive and continue to act normally after that, very odd. Share this post Link to post Share on other sites
engima 328 Posted May 27, 2012 Yes, fencr0c. That's exactly what happens. After some tests I can see that this often happens on clients when there are a lot of scripts running, but it doesn't seem to happen on server (hosted). The computer that paradrop units are local to seem to handle them quite well. This must be a bug. In the script I try to find the units that does not have a parachute: if (vehicle _unit == _unit) then but to no avail. Server seem to think that units are attached to parachutes. I will try to find some kind of workaround... Share this post Link to post Share on other sites