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HALOJump Script Problem

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Hi there

I'd like some help on a HALO Jump I want to make.

All I need is my squad to jump from a C-17 during a mission. (Not in the beginning)

I found cobra4v320's script. I found it fucking perfect and tried it for myself.

I couldn't really make it work on my mission. I tried merging the script I already had(its not mine tho) with the functions in cobra's script. This is what I tried

_group = _this select 0;
_vehicle = _this select 1;

if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith {
hintSilent "Invalid Parameters parsed";
};

sleep 1;

{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
sleep 0.5;
} foreach units _group;

if (_chemLight) then {
[_chemLight,_unit] spawn {
	private ["_chemlight","_unit","_light"];
	_chemLight = _this select 0;
	_unit	   = _this select 1;

	_light = "chemlight_red" createVehicle [0,0,0]; 
	if (headgear _unit != "") then {
		_light attachTo [_unit,[-0.07,0.1,0.25],"head"]; 
		_light setVectorDirAndUp [[0,1,-1],[0,1,0.6]]; 
	} else {
		_light attachTo [_unit,[0,-0.07,0.06],"LeftShoulder"];
	};

	waitUntil {animationState _unit == "para_pilot"};

	if (headgear _unit != "") then {
		_light attachTo [vehicle _unit,[0,0.14,0.84],"head"]; 
		_light setVectorDirAndUp [[0,1,-1],[0,1,0.6]];
	} else {
		_light attachTo [vehicle _unit,[-0.13,-0.09,0.56],"LeftShoulder"];  
		_light setVectorDirAndUp [[0,0,1],[0,1,0]];
	};

	waitUntil {isTouchingGround _unit || (getPos _unit select 2) < 1};
	detach _light;
	deleteVehicle _light; 
};
};

if (_saveLoadOut && !isNull (unitBackpack _unit) && (backpack _unit) != "b_parachute") then {
private ["_pack","_class","_magazines","_weapons","_items","_helmet"];
_pack	   = unitBackpack _unit;
_class	   = typeOf _pack;
_magazines = getMagazineCargo _pack;
_weapons   = getWeaponCargo _pack;
_items	   = getItemCargo _pack;
_helmet	   = headgear _unit;

removeBackpack _unit; 
_unit addBackpack "b_parachute"; 

[_unit,_class,_magazines,_weapons,_items,_helmet,_altitude] spawn {
	private ["_unit","_class","_magazines","_weapons","_items","_helmet","_altitude"];
	_unit		= _this select 0;
	_class		= _this select 1;
	_magazines	= _this select 2;
	_weapons 	= _this select 3;
	_items 		= _this select 4;
	_helmet		= _this select 5;
	_altitude   = _this select 6;

	private "_packHolder";
	_packHolder = createVehicle ["groundWeaponHolder", [0,0,0], [], 0, "can_collide"];
	_packHolder addBackpackCargoGlobal [_class, 1];

	waitUntil {animationState _unit == "HaloFreeFall_non"};
	_packHolder attachTo [_unit,[-0.12,-0.02,-.74],"pelvis"]; 
	_packHolder setVectorDirAndUp [[0,-1,-0.05],[0,0,-1]];

	waitUntil {animationState _unit == "para_pilot"};
	_packHolder attachTo [vehicle _unit,[-0.07,0.67,-0.13],"pelvis"]; 
	_packHolder setVectorDirAndUp [[0,-0.2,-1],[0,1,0]];

	waitUntil {isTouchingGround _unit || (getPos _unit select 2) < 1};
	detach _packHolder;
	deleteVehicle _packHolder; 

	_unit addBackpack _class; 
	clearAllItemsFromBackpack _unit; //clear all gear from new backpack
	if (_altitude > 3040 && _helmet != "" && _helmet != "H_CrewHelmetHeli_B") then {(unitBackpack _unit) addItemCargoGlobal [_helmet, 1]}; 

	for "_i" from 0 to (count (_magazines select 0) - 1) do {
		(unitBackpack _unit) addMagazineCargoGlobal [(_magazines select 0) select _i,(_magazines select 1) select _i]; 
	};
	for "_i" from 0 to (count (_weapons select 0) - 1) do {
		(unitBackpack _unit) addWeaponCargoGlobal [(_weapons select 0) select _i,(_weapons select 1) select _i]; 
	};
	for "_i" from 0 to (count (_items select 0) - 1) do {
		(unitBackpack _unit) addItemCargoGlobal [(_items select 0) select _i,(_items select 1) select _i]; 
	};
};
} else {
if ((backpack _unit) != "b_parachute") then {_unit addBackpack "B_parachute"}; 
};

if (_altitude > 3040 && (headgear _unit) != "H_CrewHelmetHeli_B") then {_unit addHeadgear "H_CrewHelmetHeli_B"};
_unit setPos [(getPos _unit select 0), (getPos _unit select 1), _altitude]; 

if (!isPlayer _unit) then {
_unit allowDamage FALSE; //god mode :)
_unit switchMove "HaloFreeFall_non"; //place the AI into the free fall animation
_unit disableAI "ANIM"; //disable the AI animation so they cant switch back to standing
};

if (isPlayer _unit) then {
[_unit,_autoOpen] spawn {
	private ["_unit","_autoOpen"];
	_unit 	  = _this select 0;
	_autoOpen = _this select 1;

	if (_autoOpen) then {
		waitUntil {(getPos _unit select 2) < 150 || animationState _unit == "para_pilot" && alive _unit};
		_unit action ["OpenParachute", _unit]; //open parachute if 150m above ground
	};

	waitUntil {animationState _unit == "para_pilot"};

	// Parachute opening effect for more immersion
	playSound "open_chute"; //play chute opening sound
	setAperture 0.05; 
	setAperture -1;
	"DynamicBlur" ppEffectEnable true;  
	"DynamicBlur" ppEffectAdjust [8.0];  
	"DynamicBlur" ppEffectCommit 0.01;
	sleep 1;
	"DynamicBlur" ppEffectAdjust [0.0]; 
	"DynamicBlur" ppEffectCommit 3;
	sleep 3;
	"DynamicBlur" ppEffectEnable false;
	"RadialBlur" ppEffectAdjust [0.0, 0.0, 0.0, 0.0]; 
	"RadialBlur" ppEffectCommit 1.0; 
	"RadialBlur" ppEffectEnable false;

	while {(getPos _unit select 2) > 2} do {
		playSound "para_pilot";
		sleep 4.2;
	};
};
};

[_unit] spawn {
private "_unit";
_unit = _this select 0;

waitUntil {isTouchingGround _unit || (getPos _unit select 2) < 1 && alive _unit};

if (!isPlayer _unit) then {
	_unit enableAI "ANIM";  
	_unit setPos [(getPos _unit select 0), (getPos _unit select 1), 0]; 
	_unit setVelocity [0,0,0]; 
	_unit setVectorUp [0,0,1]; 
	sleep 1;
	_unit allowDamage TRUE; 
} else {	

	playSound "close_chute";
	cutText ["", "BLACK FADED", 999];
	sleep 2;
	cutText ["", "BLACK IN", 2];

	_unit setDamage 0; 
};
};

But still, All my it did was eject the group from the plane, so Only the first lines of code work. I have no idea how to make my group and me jump with those functions applied.

I couldn't find any help anywhere, any help is appreciated

Thanks in advance

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Its because you are missing the rest of the parameters at the beginning of your script. How exactly are you calling this script?

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