pokertour 30 Posted July 30, 2013 Thx Hajimoto ! Good Idea i work on it ! ;) Share this post Link to post Share on other sites
Guest Posted July 30, 2013 (edited) Updated version frontpaged on the Armaholic homepage. =ATM= Airdrop [bETA] v2.1 =================================================== 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 July 31, 2013 by Guest updated to latest version Share this post Link to post Share on other sites
pokertour 30 Posted July 30, 2013 Okay i found why the backpack stay in the ground. I fix it ;) If anyone are suggestion or request add a post :) Share this post Link to post Share on other sites
pokertour 30 Posted July 31, 2013 Changelog v2.1 : -Your backpack don't stay on the ground when you jump. Share this post Link to post Share on other sites
hajimoto 10 Posted July 31, 2013 Changelog v2.1 :-Your backpack don't stay on the ground when you jump. WooHoo! No more litter! ;) Thank you pokertour! Share this post Link to post Share on other sites
pokertour 30 Posted August 6, 2013 Hi everyone Tonight comes the 2.5 version of my script. With the ability to choose is altitude without touching the script. Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 6, 2013 how do you open ur parachute lmao, i keep dieing! otherwise tho, looks awesome Share this post Link to post Share on other sites
pokertour 30 Posted August 6, 2013 Just press 2x space bar. or just with the menu action "Open parachute" Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 6, 2013 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 Share this post Link to post Share on other sites
pokertour 30 Posted August 6, 2013 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 ? Share this post Link to post Share on other sites
kylania 568 Posted August 6, 2013 Even if I have a parachute I only get the 'open chute' option maybe 1/3 of the time. Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 6, 2013 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; Share this post Link to post Share on other sites
pokertour 30 Posted August 6, 2013 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 Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 6, 2013 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. Share this post Link to post Share on other sites
kylania 568 Posted August 6, 2013 On my server this is fully work. To be clear I meant vanilla, not this script. :) Haven't tried this yet. heh Share this post Link to post Share on other sites
pokertour 30 Posted August 6, 2013 Hum okay :) CrazyAirbone Make a different file for your loadout and call it in your init.sqf Share this post Link to post Share on other sites
Guest Posted August 7, 2013 Thanks for informing us about the update :cool: Updated version frontpaged on the Armaholic homepage. =ATM= Airdrop [bETA] v2.5 =================================================== 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! Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 7, 2013 (edited) 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 August 7, 2013 by CrazyAirborne Share this post Link to post Share on other sites
pokertour 30 Posted August 7, 2013 Thx FoxHound for updating my script on armaholic :cool: Crazy can you give me your mission ? Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 7, 2013 heres my complete mission file Poker, I may have removed your scripts from this version since it wasnt working, but if you want to get it working for me, that would be fine with me :D http://www.mediafire.com/download/wxg1jk0jdbb88jv/AirField_Smackdown_v1_2.Stratis(2).zip Share this post Link to post Share on other sites
pokertour 30 Posted August 7, 2013 Woho Crazy i don't know why this is doesn't work I'm sorry =/ Share this post Link to post Share on other sites
CrazyAirborne 11 Posted August 7, 2013 no problems. thanks for trying :D Share this post Link to post Share on other sites
Sim.M 48 Posted August 11, 2013 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? Share this post Link to post Share on other sites
pokertour 30 Posted August 11, 2013 Hi, Thx for the report 7th_Serf. I see the same error on my server. I'm work to fix it ;) Share this post Link to post Share on other sites
pokertour 30 Posted August 17, 2013 (edited) 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 August 17, 2013 by pokertour Share this post Link to post Share on other sites