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Fenrisswolf

Problems with paratroopers ...

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Hey m8s,

i am calling in paratroopers with this script, the heli is coming, the soldiers are starting jumping out BUT they have no parachutes ... all die!

If i play this Mission in singleplayer it is working fine, in multiplayer not. I am using the ACE Mod btw ...

How can i fix this problem or how to assign the soldiers a parachute???

case "CALL_PARAS":
  {
     _group = createGroup (_side);

     switch (_side) do
     {
        case west:
        {
           _utype = "ACE_SoldierGPilot";
        };
        case east:
        {
           _utype = "SoldierEPilot";
        };
        case resistance:
        {
           _utype = "SoldierGPilot";
        };
        case civilian:
        {
           _utype = "Civilian2";
        };
     };

     if (mando_airsupport_type_pa isKindOf "Helicopter") then
     {
        _range = mando_airsupport_range_he;
     }
     else
     {
        _range = mando_airsupport_range;
     };

     _jump = mando_airsupport_jump;

     _spawnpos = _startpos;

     _plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"];
     _speed = speed _plane;
     _ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1));
     _plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100];
     _plane setDir _ang;
     _plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0]; 


     _driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
     _driver setskill 0.5;
     _driver setCombatMode "BLUE";
     _driver setBehaviour "CARELESS";
     _driver setRank "CORPORAL";
     _group selectLeader _driver;
     _driver moveInDriver _plane;
     _plane flyinHeight mando_airsupport_bomb_alt max 100;

     if (!isNil "mando_missile_init") then
     {
        _plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf""";
        [_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf";
        processInitCommands;
     };

     _wp = _group addWaypoint [_targetpos, 0];
     [_group, 1] showWaypoint "NEVER";
     [_group, 1] setWaypointSpeed "FULL";
     [_group, 1] setWaypointType "MOVE";

     _group_i = createGroup (_side);
     _i = 0;
     {
        if (_i == 0) then
        {
           _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
           _unit setCombatMode "RED";
           _unit setBehaviour "AWARE";
           _unit setRank "CORPORAL";
           _group_i selectLeader _unit;
        }
        else
        {
           _unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
           _unit setCombatMode "RED";
           _unit setBehaviour "AWARE";
           _unit setRank "PRIVATE";
        };

        if (_side == civilian) then
        {
           _unit addMagazine "30Rnd_545x39_AK";
           _unit addMagazine "30Rnd_545x39_AK";
           _unit addMagazine "30Rnd_545x39_AK";
           _unit addWeapon "AK74";
        };
        _unit setskill 0.5;
        _unit moveInCargo _plane;
        if (mando_airsupport_ab_switchable) then
        {
           addSwitchableUnit _unit;
        };
        _i = _i + 1;
     } forEach mando_support_infantrytype;

     _wp = _group_i addWaypoint [_targetpos, 0];
     [_group_i, 1] showWaypoint "NEVER";
     [_group_i, 1] setWaypointType "SAD";
     _wp = _group_i addWaypoint [_targetpos, 0];
     [_group_i, 2] showWaypoint "NEVER";
     [_group_i, 2] setWaypointType "HOLD";

     [_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way.";

     [] exec "scripts\callpam.sqs";

     Sleep 4;
     waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};
/*
     if (alive _plane) then
     {
        {
           _x action ["EJECT", vehicle _x];
           unassignVehicle _x;
           Sleep 0.75;
        } forEach units _group_i;
     };     
*/

     if (_jump) then
     {
        if (alive _plane) then
        {
           {
              if (alive _x) then
              {
                 _x action ["EJECT", vehicle _x];
              };
              unassignVehicle _x;
              Sleep 0.75;
           } forEach units _group_i;
        };     
     }
     else
     {
        _plane flyinHeight 0;
        _plane doMove _targetpos; 
        Sleep 3;
        waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)};
        Sleep 2;
        if (alive _plane) then
        {
           {
              if (alive _x) then
              {
                 _x action ["getOut", vehicle _x];
              };
              unassignVehicle _x;
              Sleep 1;
           } forEach units _group_i;
        };
        _plane flyinHeight mando_airsupport_bomb_alt max 100;
     };

     Sleep 2;
     _group move _spawnpos;
     Sleep 4;

     waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};

     {
        if (alive vehicle _x) then
        {
           deleteVehicle vehicle _x;
        };
     } forEach units _group;

     {
        if (alive _x) then
        {
           deleteVehicle _x;
        };
     } forEach units _group;

     deleteGroup _group;
  };

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follow twirlys paradrop Test_Para_Drop.utes scripts with demo example in this topic here:

http://forums.bistudio.com/showthread.php?129636-Eject-script&p=2085298&viewfull=1#post2085298

if you just want to look at the code itself read my post #9 in the below link,

it's the same as in the demo above but with exception of the changed vehicle name "truck" rather then "plane"

http://forums.bistudio.com/showthread.php?115778-Start-squad-in-transport&p=2528984&viewfull=1#post2528984

the syntax should still work in ARMA: ARMED ASSAULT but may need to change .sqf to .sqs ??

<edit>

omg did I just necro reply? *face desk*

Edited by MadM0nkey

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