Stefano81 0 Posted August 26, 2002 hi there,I have to make some parachutes appear on a city when you call support with radio alpha code...all I have now Is a group of freaks who starts parachuting at the beginning of the mission...is there a way to make those units appear only when I call the code?(I don't feel like puting an heli just for that)...if somebody knows please help me...ste Share this post Link to post Share on other sites
CrAzY-CrAsH 0 Posted August 26, 2002 yeah u can do this but iam not shore how Share this post Link to post Share on other sites
Stefano81 0 Posted August 26, 2002 I think I have to put something about the presence/non-presence factor of those units in the "On Activation" field of the trigger...just can't find the right command yet....thanks anyway.... Share this post Link to post Share on other sites
Balschoiw 0 Posted August 26, 2002 create an empty helo. movein your paras with moveincargo command create pilot and give it a waypoint right at his feet and a second GetIn one over the helo. now sync the FIRST pilot´s waypoint with a Radio Alpha trigger. So if you radio the pilot will board the helo. Now you have several possibillities: 1. Let the pilot read out your coords to come exactly to your position . 2. Predifine a regular Unload waypoint at the desired region. In both cases you can use scripted solutions for the paradrop that are available on nearly every editing site on the web. Note: the probability of presence only defines the percentage rating of a unit´s appearance when a mission starts. Example: If the slider is set to middle there is a 50 percent chance of the unit appearing on the map when mission starts. So if the mission is started twice once the unit will be there and the second time not. Share this post Link to post Share on other sites
IliektingsdatgoBOOOM 0 Posted August 26, 2002 You could also try some halo scripts and just let them open the shute after a second instead of opening it near the ground like the following script: create a trigger with on activation : [group, start height, open height, scale 0/1] exec "halo.sqs" scripts itself: +++++++++++++++++++++++++++++++++++++++++++++ ; IMPROVED VERSION! ; Script name: Another HALO script ; Author: Shogun, (kteeri@mbnet.fi) ; I know there are enough HALO scripts already, but I thought that there must be a better way to do it so ; I began working with this one. This script allows you to use ANY group, place it anywhere on the map, ; give it ANY start height and height when to open the parachute. This version spawns parachutes in real time. ; USAGE: ; Create a squad (or single soldiers) anywhere on the map. Then write following in group leaders initialization field (or ; activation field if you use triggers): ; [group, start height, open height, scale 0/1] exec "halo.sqs" ; First argument is the jumping group (or single man). Next is starting height in metres and the next ; the height when to open the parachute. Last parameter must be 0 or 1. 1 means that script scales viewing distance. ; Example: [group1, 1000, 200, 1] exec "halo.sqs" ; ** Never make any of the jumpers west/air/parachute-unit. It will open the parachute immediately after drop. ** ; Viewdistance is always twice the height. This prevents the player from seeing beyond the edge of the world... ; ** This may slow the mission down, especially in low-end systems. Use parameter 0 to disable scaling ** _Group = _this select 0 _SHeight = _this select 1 _OHeight = _this select 2 _Scale = _this select 3 _grUnits = units _Group _nUnits = count _grUnits _i = 0 #Loop1 _grUnits select _i setPos [(getPos (_grUnits select _i) select 0), (getPos (_grUnits select _i) select 1), _SHeight] _grUnits select _i switchMove "Para" _i = _i + 1 ? (_i < _nUnits) : goto "Loop1" ; *** Viewdistance scale loop*** #Loop4 _ViewDist = (getPos (_grUnits select 0) select 2) * 2 ? _ViewDist < 800 : _ViewDist = 800 ? (_Scale != 0) : setViewDistance _ViewDist ~0.1 ; If the first unit is below _OHeight, exit loop. ? (getPos (_grUnits select 0) select 2) < _OHeight : goto "Continue" goto "Loop4" #Continue _i = 0 #Loop2 _tempObj = "parachute" camCreate[(getPos (_grUnits select _i) select 0), (getPos (_grUnits select _i) select 1), (getPos (_grUnits select _i) select 2) + 1] _grUnits select _i switchMove "" _grUnits select _i setBehaviour "AWARE" (_grUnits select _i) moveindriver _tempObj _i = _i + 1 _tempObj = objNull ? (_i < _nUnits) : goto "Loop2" +++++++++++++++++++++++++++++++++++++++++++++ Hope this helps Share this post Link to post Share on other sites
Stefano81 0 Posted August 27, 2002 Thanks guys...i'll try those....but I'm still wondering if there's a way to do it without using an helo....making them appear magically..you know what I mean? Share this post Link to post Share on other sites
Balschoiw 0 Posted August 27, 2002 there is a way: create empty parachutes in a certain height via Radio and let the guys "moveinasdriver". Then move the guys with a setpos getpos to your desired position. Share this post Link to post Share on other sites
Bosun 0 Posted August 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Balschoiw ------------------------------------------------------------------ there is a way: create empty parachutes in a certain height via Radio and let the guys "moveinasdriver". Then move the guys with a setpos getpos to your desired position <span id='postcolor'> I tried this a while ago as well. But couldn't figure how to delay the chutes till l needed them. Could you elaborate on you create empty chutes via radio. So that they don't fall from the sky right away.... Share this post Link to post Share on other sites
Balschoiw 0 Posted August 27, 2002 run the chutes in a loop, with the setpos getpos command till they are needed. They will be pinned to the sky. If you need them they can be moved to the desired position and "unlocked" so they fall to ground. Share this post Link to post Share on other sites
Chris Death 0 Posted August 27, 2002 This could grab a lot of performance, i think. Wouldn't it be better, to just create the chutes, at the time, when they are needed to be there? I haven't tried that with chutes yet, but afaik it should work. ~S~ CD Share this post Link to post Share on other sites
Stefano81 0 Posted August 27, 2002 thanks guys ..don't know know where I'd be without your help;-) Share this post Link to post Share on other sites
Chris Death 0 Posted August 27, 2002 OK, here's the chute creation (tested it and it works). You said, you want them to appear, once a trigger is triggered, right? Well, with it's activation field, just start a script. You can do all from the activation field aswell, but you might get a better overview in a script. e.g: activation: this exec "chuting.sqs" Then you need a spot, where to create your parachutes. I've been using a gamelogic for that (named: gl1) Then you need the group of soldiers. I took 3 soldiers for that: aP1 aP2 aP3 (the names of them) Now you need the script chuting.sqs: chute1="ParachuteC" CamCreate [(getpos gl1) select 0, (getpos gl1) select 1, 150] aP1 moveInDriver chute1 chute2="ParachuteC" CamCreate [(getpos gl1 select 0)+10, (getpos gl1 select 1)+10, 150] aP2 moveInDriver chute2 chute3="ParachuteC" CamCreate [(getpos gl1 select 0)-10, (getpos gl1 select 1)-10, 150] aP3 moveInDriver chute3 exit This is all you need :note - chute1 will be created exactly at the position of the gamelogic, while chute2 and chute3, i've placed a bit away (so they don't stick together). You could also use seperate gamelogics for each chute, but that's up to you. ~S~ CD Share this post Link to post Share on other sites
Bosun 0 Posted August 27, 2002 Thanks ChrisDeath.....l was going to ask about the camcreate as when l tried last night, couldn't get it to work. Thanks. Share this post Link to post Share on other sites
Stefano81 0 Posted August 28, 2002 thanks dude that was clear and working....If i'll ever know something you don't...;-)..well,let's say I owe u one Ste Share this post Link to post Share on other sites
Chronicles 0 Posted August 28, 2002 Hello An alternative without script usage , but only with triggers for this kind of paradrop with unit teleportation at a specific altitude and delayed parachute opening. I tried to make my explanation in detail user friendly http://www.flashpoint1985.com/cgi-bin....onicles Share this post Link to post Share on other sites