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hogmason

Open Chute Option

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So just wondering if any 1 ealse has come across this issue

i have made this Halo script

_pole = _this select 0;
_caller = _this select 1;
_points = score _caller;

ParaCost =
          {		
	        _pscore = -5;	
			if (isServer) then 
			{
			player addScore _pscore; // for hosted environment
			hint format ["%1 lost %2 Points for using the Paradrop system", player, _pscore];
			} 
		    else

		    {
			paddscore = [player, _pscore]; publicVariable "paddscore";
		    hint format ["%1 lost %2 Points for using the Paradrop system", player, _pscore];
			};				
			sleep 0.01;
           };	

if (_points > 5) then
{
[b]haloed = true;
hintSilent "Click on the map where you'd like to HALO.";
openMap [true,false];
onMapSingleClick "player setPos _pos; [player, 2000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs';haloed = false;hint 'Don''t forget to open your chute!'";
waitUntil{!haloed};
onMapSingleClick "";
openMap [false,false];
nul = [] execVM "HOG_scripts\Halo\Altimeter.sqf";[/b]
[_caller,-5] call ParaCost;
}
else

{
hint "you do not have 5 Points Available to use";
};

It all works fine however every now and again you will not get the open chute option.

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The action to open the chute should be taken care of by "HALO_init.sqs" or another script that it calls....so that's weird.

Something I do notice and looks a bit strange is that this line calls Paracost...

[_caller,-5] call ParaCost;

...but you don't actually use the two items passed [_caller and 5] in Paracost.

To be honest Paracost itself looks a bit suspect. You "call" it so it's a function and will return a value. Not sure if it needs to be a function.

Too tired to focus at the moment mate. Don't think that will have much to do with the Halo thing though.

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Yes, we get (or don't get) the 'Open Chute' bug often on our domination map.

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its possible due to the usage of "player" - you should replace player with _caller - if someone joins first i think they are deemed the player and others not - i know it jumps around a bit - however i can safely say that i have never had that bug and i dont use player - _caller is used. try that and see if it fixes it.

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Hi there.

We (SWEBAT) are experiencing exactly the same issue when using the flagpole halo script.

It always worked perfectly but now the option to pull rip cord is sometimes not available turning HALO into a thing of chance.

An action is added to the flagpole/ vehicle of choice

this addAction["HALO Jump", "flagpoleHALO.sqf"]

here are the scripts used

flagpole HALO.sqf

haloed = true;
hintSilent "Click on the map where you'd like to HALO. You will be jumping from 2500 meters.";
onMapSingleClick "player setPos _pos; [player] execVM 'halo.sqf'; haloed = false;hint 'Close the map and don''t forget to open your chute!'";
waitUntil{!haloed};
onMapSingleClick "";

HALO.sqf

if (_this select 0==player) then {
    waitUntil {alive player};

    _unit = player;
    _unit addweapon "ACE_ParachutePack";
    _unit setPos [(position _unit select 0), (position _unit select 1), 2500];
    _unit execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";

};

Like i say we have never experienced any issues previously. Possibly introduced with a beta patch ?

Any help solving this issue would be splendid.

Best wishes X

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Having the same issues with a =RTY= co op campaign ive been working on for months.

Have tried various ways to call HALO scripts but the phantom pull rip chord/deploy chute action persists.

Anyone have an idea on how to fix this. :confused:

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