meatball 25 Posted January 6, 2014 So, I'm working on a simple paradrop script that the players can use through an addaction that checks their backpack/contents and throws all that into an array, swaps their backpack for a parachute, teleports them to the drop zone, and then swaps the parachute for their backpack/contents on landing. I've got a few final things I'm trying to work out and wondering if anyone has any ideas. 1) When I swap the backpack for the parachute, I just to a removebackpack player; player addBackpack "B_Parachute"; and it works fine. One caveat. It just drops the old backpack right on the ground. Any thoughts on how I can delete it as opposed to dropping? 2) One option I'm building in is the capability for JIP players to drop on the team already in progress. It was a simple matter of just setting the drop coordinates to (leader groupname). But I came up with a problem using that. If the JIP players is actually the highest ranking role in the squad, they drop at their own location. :) Any thoughts on how I can set the drop location to where the bulk of the team is at easily? Share this post Link to post Share on other sites
Lala14 135 Posted January 6, 2014 _pack = unitBackpack player; //Player's backpack before parachute is added // replace the backpack by a parachute player addBackpack "B_Parachute"; sleep 1; deletevehicle _pack; //deletes player's backpack Share this post Link to post Share on other sites
meatball 25 Posted January 6, 2014 Ah, yeah, I hadn't even thought of deleteVehicle. I'll give that a shot. Now I just need to figure out the JIP player airdrop. I'm thinking I might be able to use the isJIP variable I'm using to determine whether or not a player is isJIP (0 is not, 1 is JIP). I think if I figure out how to parse through each group member and find the first that is isJIP==0 I can be pretty sure that the airdrop location is correct. Share this post Link to post Share on other sites