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Kempco

JTK HALO Script by Kempco

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Sorry its been a while, RL picked up.

@ssechaud and Nomadd I appreciate the heads up, and after reading your comments I can see how the last 2 updates could have broken the script when used with ACE. Will look into this immediately.

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This is an amazing tool.

Thank you!!

Is there a way to have my USEC HALO jumper be the ones who jump and then they change uniform to my patrol uniform???

Also, could we add something like this

sb9.jpg

a gear canister that would be like an ammo crate.

Cheers,

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This is an amazing tool.

Thank you!!

Is there a way to have my USEC HALO jumper be the ones who jump and then they change uniform to my patrol uniform???

Also, could we add something like this

http://www.military-art.com/mall/images/sb9.jpg

a gear canister that would be like an ammo crate.

Cheers,

Those USEC halo units are amazing, and that very thought crossed my mind, but there are some major issues with replacing the entire unit:

1. For sake of continuity, you would not be able to remove mask unit you landed.

2. Replacing entire units is risky: 1 Variables saved to your unit are not transferred your new unit, if you die while you are the "new unit" you cannot respawn (assuming that unit was created post init).

The gear canister is interesting, problem with ammo crates is getting them to fall without a chute is a pain in the ass because they tend to act like static objects. Would be nice to have smaller chute model as well, like the one shown.

Edited by Kempco

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UPDATE: v1.5

I think the last two updates (1.3 and 1.4) may have broken more things then they fixed. Anyway, the following should be a huge improvement, especially for ACE users. Thanks again Nomad, ssechaud, and SirSmok@lot for the heads up.

Changelog:

Version 1.5

Fixed: Info text Spelling Error

Fixed: (ACE version) player gets hung up on aircraft and does not enter free fall

Fixed: Hint text replaced with Titletext when called via PVEH. (Hint text is FUBAR'd)

Fixed: Error in expression <(_this select 0) setIdentity (_this select 1)>.

Fixed: Water inserts not working when using "Bypass"

Changed: Distance to marker buffer now is constant in SP and MP.

Changed: (SP) AI fsm now verifies unit is alive when chute is deployed.

Added: Two bypass example missions.

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Thanks for the fast fix on this. Will give it a go and let you know if there are any problems.

Thanks again for all your efforts on this and your suppression mod, I use both of them in quite a few missions.

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UPDATE: v1.5

I think the last two updates (1.3 and 1.4) may have broken more things then they fixed. Anyway, the following should be a huge improvement, especially for ACE users. Thanks again Nomad, ssechaud, and SirSmok@lot for the heads up.

Changelog:

Version 1.5

Fixed: Info text Spelling Error

Fixed: (ACE version) player gets hung up on aircraft and does not enter free fall

Fixed: Hint text replaced with Titletext when called via PVEH. (Hint text is FUBAR'd)

Fixed: Error in expression <(_this select 0) setIdentity (_this select 1)>.

Fixed: Water inserts not working when using "Bypass"

Changed: Distance to marker buffer now is constant in SP and MP.

Changed: (SP) AI fsm now verifies unit is alive when chute is deployed.

Added: Two bypass example missions.

Thanks for the update! :) I had a quick test with ACE and default settings copying from the example mission, was able to do one jump with each halo vehicle then there was no action menu entry for doing another. RPT had this pop up:

Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_ALTITUDE/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_HEADING/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_GRID/

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Thanks for the update! :) I had a quick test with ACE and default settings copying from the example mission, was able to do one jump with each halo vehicle then there was no action menu entry for doing another. RPT had this pop up:

Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_ALTITUDE/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_HEADING/
Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/JTK_HALO_Dlg/Controls/JTK_Confirm_txt_GRID/

Was it a dedicated server? Forgot to define the delay var. Hosted and local not an issue.

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Tested everything and so far no problems when playing, but I did check my .rpt and getting same error as ssechaud. I did the testing in editor and hosted server.

On a side note, anyway to get the marker to disappear from the map after the halo is complete and all units are on the ground?

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Tested everything and so far no problems when playing, but I did check my .rpt and getting same error as ssechaud. I did the testing in editor and hosted server.

On a side note, anyway to get the marker to disappear from the map after the halo is complete and all units are on the ground?

Look for the MarkDropZone.sqf in the scripts folder, and replace it with the following:

//by Kempco
_aircraft 	= _this select 0;
_DZ 		= _this select 1;
_side		= _this select 2;

_dropZoneMarker = _aircraft getVariable "JTK_HALO_DropZoneMarker";
deleteMarker _dropZoneMarker;//Delete Just in case Old One Is Still Active
_name = format["JTK_HALO_DZ_Marker_%1",_aircraft];
_m = createMarker [_name,_DZ];
_m setMarkerColor "COLORGreen";
_m setmarkerType "mil_end";
_m setMarkerSize [0.7,0.7];
_aircraft setVariable ["JTK_HALO_DropZoneMarker",_m,true];

if (typeName(_aircraft getVariable "JTK_HALO_VehDrop") != "BOOL") then {
_m setmarkerText "";
_m setMarkerColor "ColorBlue";
};

[_aircraft] spawn {
_aircraft = _this select 0;
WaitUntil {(_aircraft getVariable "JTK_HALO_Takeoff") OR (_aircraft getVariable "JTK_HALO_Cancelled")};
if (_aircraft getVariable "JTK_HALO_Takeoff") then {
	sleep 2;
	_HALO_units = _aircraft getVariable "HALO_Units";
	{WaitUntil {position _x select 2 > 100}} foreach _HALO_units;
	{WaitUntil {position _x select 2 <= 50}} foreach _HALO_units;
};	
sleep 10;
_m = _aircraft getVariable "JTK_HALO_DropZoneMarker";
if (!isNil "_m") then {deletemarker _m};
};

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Was it a dedicated server? Forgot to define the delay var. Hosted and local not an issue.

How do I fix this so we can use the Halo multiple times?

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The below code is from the init.sqf in the HALO folder. The red text near the end indicates the variable that is missing. The Green text shows you where it should be. Do not change this value to anything less than 60. Copy the the red text and paste it where trhe green text indicates. Dont wory about defining it twice. Only matters that the server gets it.

*/
//==========================OPTIONS===============================//
//----------------------------------------------------------------//
//Halo Setup Restrictions 
JTK_HALO_Command_Unit = leader group player; 

//Minimum HALO Altitude
_min_alt_C130 = 2000;
_min_alt_MV22 = 1000;

//Maximum HALO Altitude
_max_alt_C130 = 10000;
_max_alt_MV22 = 5000;

//Minimum Altitude Requiring Oxygen 
JTK_Bailout_02_Altitude = 6000;

//Air speed used to determine the velocity of a unit upon exiting the C130
_air_speed_C130 = 300;
_air_speed_MV22 = 175;

//Altitude AI will Deploy Chutes
JTK_HALO_AI_DeployChuteAlt = 250;

//Margin of Error For JTK Jump computer Altimeter 
JTK_GPS_Altitude_Error_Margin = 0;

//Class Name for Oxygen Mask ID
JTK_Oxygen_Mask_ID = "Pilot_Mask_v";

//Define Pilot classes 
JTK_HALO_Pilot_Type_West = "US_Soldier_Pilot_EP1"; //West
JTK_HALO_Pilot_Type_East = "TK_Soldier_Pilot_EP1"; //EAST

//Allow JTK Identities (Ignore if using ACE).
JTK_Use_Identity_Config = true;

//JTK Idenetites with cammo faces (requires JTK_Use_Identity_Config is true.Ignore if using ACE).  
JTK_Cammo_Faces = true;

//Altitude for Water Insertions
JTK_HALO_Water_Insertion_Altitude = 500;

//Minimum Distance From Land For Water Insertion
JTK_HALO_Water_Insertion_MinDistToLand = 350;

//Show arrow that indicate boarding positions.
JTK_HALO_HideHelpArrows = true;

//--------------ACE Options-----------------//
//Disable ACE Altimeter.
JTK_HALO_Disable_ACE_Altimeter = true;

//Disable JTK Jump Computer When Using ACE
JTK_HALO_Disable_Jump_Computer = false;

//Chute Backpack Model Used in Single Player to simulate Parachute. (NOTE: Do NOT use the "ACE_ParachutePack").
JTK_ACE_HALO_CHUTE = "ACE_Backpack_US";

//WIP: Set to true to copy And Paste HALO position to clipboard, you can then use that to bypass HALO setup.
JTK_HALO_Capture = false;

//WIP: Execute ByPass Here
JTK_ByPassSetUp = false;

[color="#00FF00"]JTK_HALO_Delay = 60; //<==========================================================================Move Here[/color]
//-----------------------------------------------------------------------------//

//==============================YOU ARE DONE===================================//
//-----------------------------------------------------------------------------//
//=============================================================================//

JTK_HALO_Path = "JTK\HALO\";


//Server Only
if (isserver) then {
JTK_HALO_Aircraft = [];
_types = ["C130J_US_EP1","C130J","MV22"];
_static = ["C130J_static_EP1","C130J_static_EP1","MV22"];
_sounds = ["JTK_C130_doors","JTK_C130_doors","JTK_MV22_doors"];
_alt_limits = [[_min_alt_C130,_max_alt_C130],[_min_alt_C130,_max_alt_C130],[_min_alt_MV22,_max_alt_MV22]];
_speed_limits = [[_air_speed_C130,(_air_speed_C130/2)],[_air_speed_C130,(_air_speed_C130/2)],[_air_speed_MV22,(_air_speed_MV22/2)]];

//Needed to confirm
#include "scripts\Common_Arrays.sqf"
#include "scripts\Common_Text.sqf"

_air = nearestObjects [[0,0,0],["Air"],20000];
if (count _air > 0) then {
	_aircraft_west = [];
	_aircraft_east = [];
	for "_i" from 0 to (count _air - 1) do {
		if (typeOf (_air select _i) in _types) then {
			if ((_air select _i) getVariable "jtk_halo_aircraft") then {

				_side = if ((format["%1",((_air select _i) getVariable "jtk_halo_aircraft_side")] == "<null>") OR (format["%1",((_air select _i) getVariable "jtk_halo_aircraft_side")] == "west")) then {west}else{east};
				_isC130 = if ((_static select (_types find (typeof(_air select _i)))) == "C130J_static_EP1") then {true}else{false};

				_attachArays = switch (typeof(_air select _i)) do {
					case "C130J_US_EP1":{if (isMultiplayer) then {JTK_AttachToArrays_C130}else{JTK_AttachToArrays_C130_AI}};
					case "C130J":{if (isMultiplayer) then {JTK_AttachToArrays_C130}else{JTK_AttachToArrays_C130_AI}};
					case "MV22":{if (isMultiplayer) then {JTK_AttachToArrays_MV22}else{JTK_AttachToArrays_MV22_AI}};
				};

				_dist2mrker = switch (typeof(_air select _i)) do {
					case "C130J_US_EP1":{if (isMultiplayer) then {400}else{400}};
					case "C130J":{if (isMultiplayer) then {400}else{400}};
					case "MV22":{if (isMultiplayer) then {300}else{300}};
				};

				(_air select _i) setVariable ["side",_side,true];
				(_air select _i) setVariable ["is a C130",_isC130,true];
				(_air select _i) setVariable ["door sound",(_sounds select(_types find (typeof(_air select _i))))];
				(_air select _i) setVariable ["attach arrays",_attachArays];					
				(_air select _i) setVariable ["altitude limits",(_alt_limits select(_types find (typeof(_air select _i)))),true];
				(_air select _i) setVariable ["speeds",(_speed_limits select(_types find (typeof(_air select _i)))),true];
				(_air select _i) setVariable ["Dist2MarkBuffer",_dist2mrker,true];
				(_air select _i) setVariable ["static type",(_static select (_types find (typeof(_air select _i))))];


				if (_side == west)then{_aircraft_west = _aircraft_west + [(_air select _i)]};
				if (_side == east)then{_aircraft_east = _aircraft_east + [(_air select _i)]};
			};
		};
	};
	JTK_HALO_Aircraft = JTK_HALO_Aircraft + [_aircraft_west];
	JTK_HALO_Aircraft = JTK_HALO_Aircraft + [_aircraft_east];
	//if (count _aircraft_west > 0) then {JTK_HALO_Aircraft = JTK_HALO_Aircraft + [_aircraft_west]};
	//if (count _aircraft_east > 0) then {JTK_HALO_Aircraft = JTK_HALO_Aircraft + [_aircraft_east]};

	JTK_HALO_Terminate = if (count JTK_HALO_Aircraft > 0)then{false}else{true};

	publicVariable "JTK_HALO_Aircraft";
	publicVariable "JTK_HALO_Terminate";

	if (count JTK_HALO_Aircraft == 0) exitWith {sleep 5; call JTK_HALO_Error_C130_UnDefined};//Terminate if no aircraft are detected

	#include "CompileFunctions.sqf"

	for "_i" from 0 to (count JTK_HALO_Aircraft - 1) do {
		for "_j" from 0 to (count (JTK_HALO_Aircraft select _i) - 1) do {
			[((JTK_HALO_Aircraft select _i) select _j)] execVM (JTK_HALO_Path+"SetUp.sqf");
			sleep 2;
		};
	};
};
};



if (isDedicated) exitWith {};
if (isserver) then {sleep 5};
WaitUntil{!isNull player};
if (JTK_HALO_Terminate) exitWith {player globalChat "HALO Script Terminated"};

if (isNil "JTK_HALO_Funcs_Compiled") then {
#include "CompileFunctions.sqf"
};


if (!isMultiplayer) then {
jtk_MrkrsW = [];
jtk_MrkrsE = [];
_aircraft_count = count(JTK_HALO_Aircraft select 0) + count(JTK_HALO_Aircraft select 1);

for "_i" from 0 to (count JTK_HALO_Aircraft - 1) do { 
	for "_j" from 0 to (count (JTK_HALO_Aircraft select _i) - 1) do { 
		((JTK_HALO_Aircraft select _i) select _j) spawn {
			While {true} do { 
				sleep 3;
				if ((format ["%1",(_this getVariable "JTK_HALO_STATIC")]) != "<null>") exitWith {
					_static = _this getVariable "JTK_HALO_STATIC";
					_side = _this getVariable "side";
					_m = _this getVariable "JTK_HALO_DecoyMarker";

					[player,_this,_static] execFSM (JTK_HALO_Path+"fsms\MonitorCargo.fsm");
					if (_side == west) then {jtk_MrkrsW = jtk_MrkrsW + [_m]}else{jtk_MrkrsE = jtk_MrkrsE + [_m]};
				};
			};
		};
	};
};
WaitUntil {_aircraft_count == ((count jtk_MrkrsW) + (count jtk_MrkrsE))};
//hint format ["Markers West: %1\nMarkers East: %2",count jtk_MrkrsW,count jtk_MrkrsE];	
_markersToHide = if ((side player) == west) then {jtk_MrkrsE}else{jtk_MrkrsW};
{_x setmarkerType "empty"} foreach _markersToHide;
}else{
for "_i" from 0 to (count JTK_HALO_Aircraft - 1) do {
	for "_j" from 0 to (count (JTK_HALO_Aircraft select _i) - 1) do {
		((JTK_HALO_Aircraft select _i) select _j) spawn {
			While {true} do { 
				sleep 3;
				if ((format ["%1",(_this getVariable "JTK_HALO_STATIC")]) != "<null>") exitWith {
					_static = _this getVariable "JTK_HALO_STATIC";
					_side = _this getVariable "side";
					//_m = _this getVariable "JTK_HALO_DecoyMarker";

					if (_side == (side player)) then {
						[player,_this,_static] execFSM (JTK_HALO_Path+"fsms\MonitorCargo.fsm");
						[_this,"ON"] call JTK_HALO_Boarding_Aircraft_Lights
					}else{
						//_m setmarkerTypeLocal "empty";
					};
				};
			}; 
		};
	};
};
}; 

//Check for ACE
JTK_ACE_Detected = if (isClass(configFile>>"CfgPatches">>"ace_main")) then {true}else{false};

//Other Vars
JTK_Debug_Halo = false;
JTK_HALO_Time_Before_Jump = 30;//Not really aplicable anymore
[color="#FF0000"]JTK_HALO_Delay = 60; //<=======================================================================================[/color]

if (JTK_Bailout_02_Altitude >= 2000) then {
JTK_HALO_Mask_Removal_Altitide = JTK_Bailout_02_Altitude - 1000;
}else{JTK_HALO_Mask_Removal_Altitide = JTK_Bailout_02_Altitude - 500};

//Distance Vars
JTK_HALO_RP_Min_Radius = 100;
JTK_HALO_Max_GPS_Zoom = 0.75;

//Check if ACE ID set. If Not Disable ID switch in MP
if (JTK_ACE_Detected) then {
_AceIdSet = configFile >> "CfgIdentities" >> "ACE_Original_Identity" >> "name";
if ((getText(_AceIdSet) == "") OR (getText(_AceIdSet) != name player)) then {
	if (isMultiplayer) then {JTK_CanChangeID = false}else{JTK_CanChangeID = true};
}else{JTK_CanChangeID = true};
}else{
execVM (JTK_HALO_Path+"rsc\EHs.sqf"); 
}; 

//Team Switching In Singleplayer
if (!(isMultiplayer) AND (teamSwitchEnabled)) then {onTeamSwitch {[_from,_to] execVM (JTK_HALO_Path+"scripts\OnTeamSwitch.sqf")}};

//Killed EH to return gear if killed during jump 
player addEventHandler ["killed", {[] execVM (JTK_HALO_Path+"scripts\Player_Killed.sqf")}];

//Pass as PublicVariable to allow access if they change teams in mission
if (JTK_ByPassSetUp) then {
if (player == JTK_HALO_Command_Unit) then {player setVariable ["JTK_HALO_Command_Unit",true,true]};
}else{
if (player == JTK_HALO_Command_Unit) then {player setVariable ["JTK_HALO_Setup_Access",true,true]};
};

//Define Variables For Calculating Min Zoom and Map Center
[player,false,true] execFSM (JTK_HALO_Path+"fsms\DefineMapVars.fsm");

JTK_HALO_Mask_Layer = 452;
JTK_HALO_Cinema_Border_Layer = 453;
JTK_HALO_GPS_Layer = 454;
JTK_HALO_GPS_Load_Layer = 455;
JTK_HALO_Action_Layer = 456; 
JTK_ProgressBar_Layer = 457; 
JTK_ClientSyncStatus_Layer = 1000;

//Handle Idenites
_faceType = if (JTK_Cammo_Faces) then {"JTK_Identity_Cammo"}else{"JTK_Identity"};
if (isMultiplayer) then {
if ((!JTK_ACE_Detected) AND (JTK_Use_Identity_Config)) then {
	player setVariable ["JTK_Identities",_faceType call JTK_GetIdentity];
	player setIdentity ((player getVariable "JTK_Identities") select 0);
	if (ismultiplayer) then {JTK_Call_PVEH = [[player,((player getVariable "JTK_Identities") select 0)], compile "(_this select 0) setIdentity (_this select 1)"]; publicVariable  "JTK_Call_PVEH"}; 
	JTK_CanChangeID = true;
};
}else{
if ((!isMultiplayer) AND (JTK_Use_Identity_Config)) then {
	player setVariable ["JTK_Identities",_faceType call JTK_GetIdentity];
	player setIdentity ((player getVariable "JTK_Identities") select 0);
	JTK_CanChangeID = true;

	//Set IDs for AI Squad Members
	if (count units group player > 1) then {
		{_x setVariable ["JTK_Identities",_faceType call JTK_GetIdentity];_x setIdentity ((_x getVariable "JTK_Identities") select 0)} foreach (units group player -  [player]);
		JTK_AI_CanChangeID = true;
	}else{JTK_AI_CanChangeID = false}; 
};
};

if (true) exitWith {};

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Thanks!

---------- Post added at 05:52 PM ---------- Previous post was at 05:40 PM ----------

I have another question for Kempco. When doing the water insertion on chernous everything worked fine. When I set it up on Lingor everything worked until the boat came out of the Osprey. The boat took off a very fast and disappeared. When I was in free fall I could never see it. Even with view distance at 5000. Does your script use the map coordinates and could lingors 0,0 be different and its throwing the script off?

I just put some buoys in the water with some CRRCs and now we just halo on to them. I just thought I would report it.

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UPDATE: v1.6

I now have access to a dedicated server for testing, so that was the focus of this update. Let me know if you have any issues.

Changelog:

Version 1.6

FIXED: Aircraft would not reset on dedicated servers.

FIXED: Dialog control errors that referenced named IDCs that were undefined.

FIXED: Osprey props would appear upside down to remote players.

FIXED: Closing the GPS, then reopening broke the GPS.

FIXED: C130 engine sound issues.

Changed: Dummy/Decoy aircraft are created as side civilian to prevent markers from being visible.

Changed: LZ marker now disappears once all players have landed.

Changed: Bypass can be setup through vars defined in the editor. (See included readme for details).

Changed: Reformatted init. (Cfgs in new locations so do not use an the old description.ext).

Optimized server fsm by removing unneeded PVEHs.

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Fixed in v1.6! Thanks so much Kempco. I was on a dedi when I tested it on Lingor. New update fixed it. Awesome script!

Thanks!

---------- Post added at 05:52 PM ---------- Previous post was at 05:40 PM ----------

I have another question for Kempco. When doing the water insertion on chernous everything worked fine. When I set it up on Lingor everything worked until the boat came out of the Osprey. The boat took off a very fast and disappeared. When I was in free fall I could never see it. Even with view distance at 5000. Does your script use the map coordinates and could lingors 0,0 be different and its throwing the script off?

I just put some buoys in the water with some CRRCs and now we just halo on to them. I just thought I would report it.

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Love your script- great cut-scenes!

On a dedicated server with v1.6- NO ACE, NO OPTIONAL ADD-ONS:

1. When a player has ai units in thier group that were spawned in and joined to the player's group after mission start- they are NOT automatically boarded onto the C130 when the player gets in.

2. The "reset" still does not function for me (v1.6). After clicking trough the dialog, the C130J engines continue to run, the pilot remains in the a/c moving the rudder back and forth. The arrows disappear and the ramp closes however. After a "reset" the "Configure" addaction never re-appears., even after leaving the trigger area and coming back.

There was this error in the server's rpt log:

2013/02/24, 13:49:57 Error in expression <;

sleep 0.5;

};

};

[_aircraft,_static,JTK_HALO_Helper_Arrows] spawn {

_aircraf>

Error position: <JTK_HALO_Helper_Arrows] spawn {

_aircraf>

Error Undefined variable in expression: jtk_halo_helper_arrows

There was no relevant error in the client's .rpt file

Thank you for your hard work and help with these issues!

TAW_louderthanu

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Love your script- great cut-scenes!

On a dedicated server with v1.6- NO ACE, NO OPTIONAL ADD-ONS:

1. When a player has ai units in thier group that were spawned in and joined to the player's group after mission start- they are NOT automatically boarded onto the C130 when the player gets in.

2. The "reset" still does not function for me (v1.6). After clicking trough the dialog, the C130J engines continue to run, the pilot remains in the a/c moving the rudder back and forth. The arrows disappear and the ramp closes however. After a "reset" the "Configure" addaction never re-appears., even after leaving the trigger area and coming back.

There was this error in the server's rpt log:

2013/02/24, 13:49:57 Error in expression <;

sleep 0.5;

};

};

[_aircraft,_static,JTK_HALO_Helper_Arrows] spawn {

_aircraf>

Error position: <JTK_HALO_Helper_Arrows] spawn {

_aircraf>

Error Undefined variable in expression: jtk_halo_helper_arrows

There was no relevant error in the client's .rpt file

Thank you for your hard work and help with these issues!

TAW_louderthanu

AI units can only jump with you in SP. Since your playing on dedicated server, you are not playing a single player mission. The AI require a lot of resources, the limit for jumpers in the C130 in single player is 9 and 15 for multiplayer.The AI "should" be kicked out of the aircraft if they board in MP and you should get a Hint message if they try to board.

Edited by Kempco

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AI units can only jump with you in SP. Since your playing on dedicated server, you are not playing a single player mission. The AI require a lot of resources, the limit for jumpers in the C130 in single player is 9 and 15 for multiplayer.The AI "should" be kicked out of the aircraft if they board in MP and you should get a Hint message if they try to board.

No, it is a multiplayer "sandbox" mission that incorporates friendly ai.

Guess this fine set of scripts isn't going to work in my case.

Thanks!

TAW_louderthanu

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Hello,

I tried the script, everything working fine so far, except that the AI deploys round parachute instead of the square one. I disabled all mods except CBA and ACE (also playing with "Require ACE function"), no change. Any help with this?

EDIT: I disabled ACE, now the AI is using square canopies. So how is it possible to play with ACE or what needs to be edited so the AI uses the proper parachute?

Thanks in advance

Edited by matkob

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Kempco

I know it is still to early, but I hope this script finds it way into ARMA3. In my opinion, it is hands down the best halo out there.

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Hello,

I tried the script, everything working fine so far, except that the AI deploys round parachute instead of the square one. I disabled all mods except CBA and ACE (also playing with "Require ACE function"), no change. Any help with this?

EDIT: I disabled ACE, now the AI is using square canopies. So how is it possible to play with ACE or what needs to be edited so the AI uses the proper parachute?

Thanks in advance

This has to do with changes ACE made to the bis parachute class. I could get the AI into the square chutes but getting them to do anything after that was a nut I couldn't crack. Anything above 25m looked terrible. I initially had it where the AI would pull their chutes at 100m them teleport to 25m, (see the armaholic video, not the water one.)

---------- Post added at 03:26 PM ---------- Previous post was at 03:02 PM ----------

Kempco

I know it is still to early, but I hope this script finds it way into ARMA3. In my opinion, it is hands down the best halo out there.

Thank you . Once they add the fixed wing aircraft and parachutes ill get started.

Edited by Kempco

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I have a question.

I play use this great Halo script with ACE MOD in multiplayer.

after Halo jump, all players were changed into default Face.

I want to keep to play use Custom Face after Halo jump.

How to do that? Please Help.

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