kdk11 1 Posted June 30, 2013 anyone know a way of using something like the invisible helipad but for submarine's? as transport unload wont work without one. Share this post Link to post Share on other sites
exentenzed 2 Posted June 30, 2013 Since you are considering having the invisible helipad equivalent for subs at a specific position, couldn't you just use a move marker and unassign the occupants in the on activation field of the waypoint? Share this post Link to post Share on other sites
kdk11 1 Posted June 30, 2013 maybe? how would I do that though? Share this post Link to post Share on other sites
exentenzed 2 Posted June 30, 2013 (edited) Well, i guess you could for example try: Name a SDV sub1 and then give it a move waypoint to where you want divers to eject.Now make 3 divers. name them Diver1 Diver2 and Diver3 In each their init line write: Diver1 moveInCargo sub1; Diver2 moveInCargo sub1; Diver3 moveInCargo sub1; With this you have a sub thats going to move to where you placed the move marker with 3 divers in its cargo. Now, in the move markers ON ACT: box. write: unassignVehicle diver1; unassignVehicle diver2; unassignVehicle diver3; diver1 action ["eject", vehicle sub1]; diver2 action ["eject", vehicle sub1]; diver3 action ["eject", vehicle sub1]; And after that make a move marker for the sub for where you want it to go after it has dropped off the divers. Hope this works and helps. :) Edit: Some typos. Edited June 30, 2013 by Exentenzed Share this post Link to post Share on other sites
kdk11 1 Posted June 30, 2013 ok so I done that. This is how it looks unassignVehicle player1; unassignVehicle player2; player1 action ["eject", vehicle SDV1]; player2 action ["eject", vehicle SDV1];]; I eject however my team mate (AI) does not? Share this post Link to post Share on other sites
kocrachon 2 Posted June 30, 2013 ok so I done that. This is how it looks unassignVehicle player1; unassignVehicle player2; player1 action ["eject", vehicle SDV1]; player2 action ["eject", vehicle SDV1];]; I eject however my team mate (AI) does not? first, I don't recomend naming your guys "player1" and "player2", you may run into issues later as payer is already a variable in the game. Lets try this. in the init of your first guy, put this. squad1 = group this; then change your activation to this. {unassignVehicle _x} foreach units group squad1; {_x action ["eject", vehicle SDV1]} foreach units group squad1; Share this post Link to post Share on other sites
exentenzed 2 Posted June 30, 2013 (edited) I just tried and it worked for me. possibly a typo somewhere? (just a note, forgot that when you spawn a manned SDV it has both driver and gunner in front so there are only 2 cargo slots, but i see you are only using 2 divers so that shouldn't matter). {unassignVehicle _x} foreach units group squad1; {_x action ["eject", vehicle SDV1]} foreach units group squad1; That gave me an error when i reached the waypoint by the way: "Error group: type group, expected object" Edited June 30, 2013 by Exentenzed Share this post Link to post Share on other sites
kdk11 1 Posted June 30, 2013 but did it eject you? I just realised if this will eventually be a MP mission then both playable players will probably be kicked if one of them is getting kicked in previews? Share this post Link to post Share on other sites
exentenzed 2 Posted June 30, 2013 No it didn't im afraid, but i might have done something wrong with what Kocrachon wrote. What i wrote however worked perfectly for me, don't see why it didnt work for you. And whats more confusing why it only worked on one of the units. Share this post Link to post Share on other sites
kdk11 1 Posted June 30, 2013 I am seeing quite alot of issues like this. working for some and not for others. Exporting missions to MP being another for example. hmmmmm well hopefully when it is tested with another actual player it will work. Share this post Link to post Share on other sites
MadocComadrin 12 Posted July 1, 2013 That gave me an error when i reached the waypoint by the way: "Error group: type group, expected object" squad1 is already a group, as defined by this line: squad1 = group this; So you don't need to call group on squad1, which means the code should look like this: {unassignVehicle _x} foreach units squad1; {_x action ["eject", vehicle SDV1]} foreach units squad1; Or more compactly: {unassignVehicle _x; _x action ["eject", vehicle SDV1]} foreach units squad1; Share this post Link to post Share on other sites
kocrachon 2 Posted July 1, 2013 squad1 is already a group, as defined by this line: squad1 = group this; So you don't need to call group on squad1, which means the code should look like this: {unassignVehicle _x} foreach units squad1; {_x action ["eject", vehicle SDV1]} foreach units squad1; Or more compactly: {unassignVehicle _x; _x action ["eject", vehicle SDV1]} foreach units squad1; Came back to post that, yeah I usually do "group this" so leaving in group was a bad habit. Share this post Link to post Share on other sites
kdk11 1 Posted July 1, 2013 the other player still stays in the SDV Share this post Link to post Share on other sites