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pokertour

=ATM= Airdrop [A3] - Beta

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Thx Hajimoto !

Good Idea i work on it ! ;)

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Guest

Updated version frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Edited by Guest
updated to latest version

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Okay i found why the backpack stay in the ground.

I fix it ;)

If anyone are suggestion or request add a post :)

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Changelog v2.1 :

-Your backpack don't stay on the ground when you jump.

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Changelog v2.1 :

-Your backpack don't stay on the ground when you jump.

WooHoo! No more litter! ;)

Thank you pokertour!

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Hi everyone

Tonight comes the 2.5 version of my script. With the ability to choose is altitude without touching the script.

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Just press 2x space bar.

or just with the menu action "Open parachute"

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that was the first place i checked, in my menu i have all the different chemlights, and then i have my pistol. no option for parachute. i wonder if it has something to do with my custom loadout respawn scripts

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Take a screen and post it or MP me

you have an option for your gun in the air?

---------- Post added at 21:20 ---------- Previous post was at 21:15 ----------

Do you have the parachute ?

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Even if I have a parachute I only get the 'open chute' option maybe 1/3 of the time.

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The parachute shows on my back, but my mouse scroll menu includes all 4 chemlights to turn on, and then switch to pistol. I assume it conflicting with my respawn script.

Heres what my init.sqf looks like, I just tried putting your two lines on top, but it didnt change anything.


getLoadout = compile preprocessFileLineNumbers 'ATM_airdrop\fnc_get_loadout.sqf';
setLoadout = compile preprocessFileLineNumbers 'ATM_airdrop\fnc_set_loadout.sqf';


changeLoadout = {
private ["_unit"];
_unit = _this;

// Remove the unit's default gear
removeAllWeapons _unit;
removeUniform _unit;
removeVest _unit;
removeAllAssignedItems _unit;


// Add Uniform and Gear
_unit addUniform "U_B_SpecopsUniform_sgg";
_unit addVest "V_TacVest_blk";
_unit addheadgear "H_Watchcap_blk";
_unit addItem "ItemCompass";
_unit addItem "ItemMap";
_unit assignItem "ItemCompass";
_unit assignItem "ItemMap";

// Add SMG with Mags

_unit addMagazine "30Rnd_45ACP_Mag_SMG_01_Tracer_Green";
_unit addMagazine "30Rnd_45ACP_Mag_SMG_01_Tracer_Green";
_unit addMagazine "30Rnd_45ACP_Mag_SMG_01_Tracer_Green";
_unit addWeapon "SMG_01_Holo_F";
_unit addPrimaryWeaponItem "acc_flashlight";



// Add handgun with suppressor and 1x 30-round magazine
_unit addMagazine "30rnd_9x21_mag";
_unit addWeapon "hgun_rook40_f";
_unit addHandgunItem "muzzle_snds_L";

};

// Doesn't need to be run on the dedicated server itself
if (!(isDedicated)) then {
// Wait for JIP
waitUntil {!(isNull player)};

// Change the player's loadout initially
player call changeLoadout;
};

// Apply to all units set to Playable
{
// Change loadout upon respawn
_x addEventHandler [
	"Respawn",	// Respawn event handler
	{
		// Find the newly-respawned unit
		private ["_unit"];
		_unit = _this select 0;

		// Change loadout
		_unit call changeLoadout;
	}
];
} forEach playableUnits;

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And if you tried on my template mission this is work ?

CrazyAirbone trie to comment your loadout

this is very freaky Kylania. On my server this is fully work.

---------- Post added at 21:41 ---------- Previous post was at 21:30 ----------

Changelog v2.5 :

-Your can select your Altitude

New Link !

http://atmarma.fr/mod/atm_airdrop.Stratis.rar

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in my last comment, the spoiler shows my init.sqf, i know the error is in there. some conflict with the way i scripted my respawning gear loadouts.

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On my server this is fully work.

To be clear I meant vanilla, not this script. :) Haven't tried this yet. heh

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Hum okay :)

CrazyAirbone

Make a different file for your loadout and call it in your init.sqf

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Guest

Thanks for informing us about the update :cool:

Updated version frontpaged on the Armaholic homepage.

===================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Hum okay :)

CrazyAirbone

Make a different file for your loadout and call it in your init.sqf

yeah i tried just moving my loadout to a different sqf and running that in my init. but it still does the same thing. no parachute open.

Edited by CrazyAirborne

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Thx FoxHound for updating my script on armaholic :cool:

Crazy can you give me your mission ?

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Woho Crazy i don't know why this is doesn't work

I'm sorry =/

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We use ACRE on our server and missions and discovered that using your HALO script breaks it. Seems that the loadout packing part of the script removes our radios - when we get them back (after landing) they are no longer functional. Some of us also carry 2 radios (which work even with one of them in a backpack) and though we get the radios back after landing they are no longer functional.

Is there some way to have your script not touch ACRE radios?

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Hi,

Thx for the report 7th_Serf.

I see the same error on my server.

I'm work to fix it ;)

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1376767614-menu.png

Special thanks

Aeroson for my first version of loadout

Lynx75 for is help

Hajimoto [ECWC] for the translate and beta test

Changelog v3.0 :

- Your can select your Key for cut Away. FR keyboard ans US keyboard

- A sound of wind when you jump.

- I fix the issue with ACRE.

- I make my own loadout script.

- All of the text are now in Stringtable file.

- The Cut Away action has been limited to a single use.

- The minimum Altitude is now 500m.

- You have a special helmet only if you jump higher 5000m.

Installation :

In the init.sqf file of your mission add this two lines :

getLoadout = compile preprocessFileLineNumbers 'ATM_airdrop\fnc_get_loadout.sqf';
setLoadout = compile preprocessFileLineNumbers 'ATM_airdrop\fnc_set_loadout.sqf';

In the description.ext file of your mission add this line :

#include "ATM_airdrop\dialog.hpp"

class CfgSounds
{
  sounds[] = {Vent};

class Vent {name="Vent";sound[]={ATM_Airdrop\data\vent.ogg,db-11,1.0};titles[] = {};};

};

And put the Stringtable.xml fil in your mission folder

New Link !

http://atmarma.fr/mod/atm_airdrop.Stratis.rar

Edited by pokertour

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