IICptMillerII 10 Posted March 12, 2015 You'll also be getting a fixed up ODST uniform (read: the armour parts) and ODST vest. For alpha release the only one I could remake in time was the helmet. So ODSTs are gonna get a bit of a visual buff from many fronts! Awesome! I think that the ODSTs already look really good, so the idea of them getting even better is pretty sweet. Looking forward to it! I talked to Spacenavy about this in my Pelican Chase Video (It's just VERY hard to hear.) He said they know about it and are going to fix it and find it utterly embarrassing.I personally find it funny as hell and ridiculous. Ah ok so it is a bug of sorts. Glad to know that it will be addressed at some point. Thanks for the feedback Share this post Link to post Share on other sites
antiflagellum 12 Posted March 12, 2015 Awesome mod. For any editing novices, here are a couple scripts I made to have pelicans drop off an empty warthog and to drop some weapon pods. They just take the player (technically any object) as input. The ammo pods will automatically delete after the player (or whatever object) they were called to moves 800m away. I also have one to drop a manned hog and an entire UNSC marine squad if anyone is interested. Feel free to do with these as you wish. Drop warthog //"TEI_Pelican_unarmed_green" //"TEI_M12_LRV" //"TEI_M12G1_LRV" //"TEI_M813_TT" _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create warthog and attach to pelican _veh = createVehicle ["TEI_M12_LRV", position _pel, [], 0, "none"]; _veh attachto [_pel, [0,-5,-3]]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 300}; _pel flyinheight 5; //halt pelican and drop warthog waituntil {_pel distance _pos < 100}; //dostop _pilot; waituntil {getpos _pel select 2 < 8}; detach _veh; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; Drop ammo _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create pods _d1 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d1 attachto [_pel, [0.5,-5,-0.5]]; _d1 allowdamage false; _d2 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d2 attachto [_pel, [-0.5,-5,-0.5]]; _d2 allowdamage false; _d3 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d3 attachto [_pel, [0.5,-4,-0.5]]; _d3 allowdamage false; _d4 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d4 attachto [_pel, [-0.5,-4,-0.5]]; _d4 allowdamage false; _d5 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d5 attachto [_pel, [0.5,-3,-0.5]]; _d5 allowdamage false; _d6 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d6 attachto [_pel, [-0.5,-3,-0.5]]; _d6 allowdamage false; //fill drop pods clearweaponcargoglobal _d1; clearmagazinecargoglobal _d1; _d1 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d1 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d2; clearmagazinecargoglobal _d2; _d2 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d2 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d3; clearmagazinecargoglobal _d3; _d3 addweaponcargoglobal ["TEI_M7S", 1]; _d3 addmagazinecargoglobal ["TEI_60Rnd_5x23mm_Mag", 8]; clearweaponcargoglobal _d4; clearmagazinecargoglobal _d4; _d4 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d4 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d5; clearmagazinecargoglobal _d5; _d5 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d5 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d6; clearmagazinecargoglobal _d6; _d6 addweaponcargoglobal ["TEI_M41_SSR", 1]; _d6 addmagazinecargoglobal ["TEI_M41_Twin_HEAT", 2]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 400}; _pel flyinheight 8; //halt pelican and drop pods waituntil {getpos _pel select 2 < 50}; detach _d1; sleep 0.5; detach _d2; sleep 0.5; detach _d3; sleep 0.5; detach _d4; sleep 0.5; detach _d5; sleep 0.5; detach _d6; sleep 0.5; //upright the pods waituntil {getpos _d1 select 2 < 1}; _d1 setVectorUp [0,0,1]; waituntil {getpos _d2 select 2 < 1}; _d2 setVectorUp [0,0,1]; waituntil {getpos _d3 select 2 < 1}; _d3 setVectorUp [0,0,1]; waituntil {getpos _d4 select 2 < 1}; _d4 setVectorUp [0,0,1]; waituntil {getpos _d5 select 2 < 1}; _d5 setVectorUp [0,0,1]; waituntil {getpos _d6 select 2 < 1}; _d6 setVectorUp [0,0,1]; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; waituntil {(_this select 0) distance _d1 > 800}; deletevehicle _d1; deletevehicle _d2; deletevehicle _d3; deletevehicle _d4; deletevehicle _d5; deletevehicle _d6; Also to put in my 2 cents on the ODST drop pods, I think they should initiate the drop sequence automatically after a certain period of time or at a certain height so all you have to do is: set drop pod height, add driver, drop. Best to keep things encapsulated as much as possible after all. Keep up the good work! Share this post Link to post Share on other sites
aeoncypher 10 Posted March 12, 2015 Im having an issue on a map i made for some friends and me where only one person can initiate Drop pod and the other get stuck in the air. Im pretty new to editing But i copied the code from the flag pole in the template mission and used it in my own map any ideas? Share this post Link to post Share on other sites
scorch_052 127 Posted March 12, 2015 Im having an issue on a map i made for some friends and me where only one person can initiate Drop pod and the other get stuck in the air. Im pretty new to editing But i copied the code from the flag pole in the template mission and used it in my own map any ideas? Yeah its having some issues unfortunately. I'm working to fix it. Share this post Link to post Share on other sites
aeoncypher 10 Posted March 12, 2015 Yeah its having some issues unfortunately. I'm working to fix it. Alright thanks anyway! Ill try and have my guys work around it. Awesome mod thanks for all the effort. Share this post Link to post Share on other sites
marksman48 10 Posted March 13, 2015 Yeah its having some issues unfortunately. I'm working to fix it. This is why we love you guys. ---------- Post added at 17:38 ---------- Previous post was at 17:37 ---------- Awesome mod. For any editing novices, here are a couple scripts I made to have pelicans drop off an empty warthog and to drop some weapon pods. They just take the player (technically any object) as input. The ammo pods will automatically delete after the player (or whatever object) they were called to moves 800m away. I also have one to drop a manned hog and an entire UNSC marine squad if anyone is interested. Feel free to do with these as you wish.Drop warthog //"TEI_Pelican_unarmed_green" //"TEI_M12_LRV" //"TEI_M12G1_LRV" //"TEI_M813_TT" _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create warthog and attach to pelican _veh = createVehicle ["TEI_M12_LRV", position _pel, [], 0, "none"]; _veh attachto [_pel, [0,-5,-3]]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 300}; _pel flyinheight 5; //halt pelican and drop warthog waituntil {_pel distance _pos < 100}; //dostop _pilot; waituntil {getpos _pel select 2 < 8}; detach _veh; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; Drop ammo _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create pods _d1 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d1 attachto [_pel, [0.5,-5,-0.5]]; _d1 allowdamage false; _d2 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d2 attachto [_pel, [-0.5,-5,-0.5]]; _d2 allowdamage false; _d3 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d3 attachto [_pel, [0.5,-4,-0.5]]; _d3 allowdamage false; _d4 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d4 attachto [_pel, [-0.5,-4,-0.5]]; _d4 allowdamage false; _d5 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d5 attachto [_pel, [0.5,-3,-0.5]]; _d5 allowdamage false; _d6 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d6 attachto [_pel, [-0.5,-3,-0.5]]; _d6 allowdamage false; //fill drop pods clearweaponcargoglobal _d1; clearmagazinecargoglobal _d1; _d1 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d1 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d2; clearmagazinecargoglobal _d2; _d2 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d2 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d3; clearmagazinecargoglobal _d3; _d3 addweaponcargoglobal ["TEI_M7S", 1]; _d3 addmagazinecargoglobal ["TEI_60Rnd_5x23mm_Mag", 8]; clearweaponcargoglobal _d4; clearmagazinecargoglobal _d4; _d4 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d4 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d5; clearmagazinecargoglobal _d5; _d5 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d5 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d6; clearmagazinecargoglobal _d6; _d6 addweaponcargoglobal ["TEI_M41_SSR", 1]; _d6 addmagazinecargoglobal ["TEI_M41_Twin_HEAT", 2]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 400}; _pel flyinheight 8; //halt pelican and drop pods waituntil {getpos _pel select 2 < 50}; detach _d1; sleep 0.5; detach _d2; sleep 0.5; detach _d3; sleep 0.5; detach _d4; sleep 0.5; detach _d5; sleep 0.5; detach _d6; sleep 0.5; //upright the pods waituntil {getpos _d1 select 2 < 1}; _d1 setVectorUp [0,0,1]; waituntil {getpos _d2 select 2 < 1}; _d2 setVectorUp [0,0,1]; waituntil {getpos _d3 select 2 < 1}; _d3 setVectorUp [0,0,1]; waituntil {getpos _d4 select 2 < 1}; _d4 setVectorUp [0,0,1]; waituntil {getpos _d5 select 2 < 1}; _d5 setVectorUp [0,0,1]; waituntil {getpos _d6 select 2 < 1}; _d6 setVectorUp [0,0,1]; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; waituntil {(_this select 0) distance _d1 > 800}; deletevehicle _d1; deletevehicle _d2; deletevehicle _d3; deletevehicle _d4; deletevehicle _d5; deletevehicle _d6; Also to put in my 2 cents on the ODST drop pods, I think they should initiate the drop sequence automatically after a certain period of time or at a certain height so all you have to do is: set drop pod height, add driver, drop. Best to keep things encapsulated as much as possible after all. Keep up the good work! God I wish I knew scripts. This is awesome though! Thanks. I do have to say I agree with the automatic drop though. Maybe after 30 seconds? Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 13, 2015 Awesome mod. For any editing novices, here are a couple scripts I made to have pelicans drop off an empty warthog and to drop some weapon pods. They just take the player (technically any object) as input. The ammo pods will automatically delete after the player (or whatever object) they were called to moves 800m away. I also have one to drop a manned hog and an entire UNSC marine squad if anyone is interested. Feel free to do with these as you wish.Drop warthog //"TEI_Pelican_unarmed_green" //"TEI_M12_LRV" //"TEI_M12G1_LRV" //"TEI_M813_TT" _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create warthog and attach to pelican _veh = createVehicle ["TEI_M12_LRV", position _pel, [], 0, "none"]; _veh attachto [_pel, [0,-5,-3]]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 300}; _pel flyinheight 5; //halt pelican and drop warthog waituntil {_pel distance _pos < 100}; //dostop _pilot; waituntil {getpos _pel select 2 < 8}; detach _veh; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; Drop ammo _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create pods _d1 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d1 attachto [_pel, [0.5,-5,-0.5]]; _d1 allowdamage false; _d2 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d2 attachto [_pel, [-0.5,-5,-0.5]]; _d2 allowdamage false; _d3 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d3 attachto [_pel, [0.5,-4,-0.5]]; _d3 allowdamage false; _d4 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d4 attachto [_pel, [-0.5,-4,-0.5]]; _d4 allowdamage false; _d5 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d5 attachto [_pel, [0.5,-3,-0.5]]; _d5 allowdamage false; _d6 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d6 attachto [_pel, [-0.5,-3,-0.5]]; _d6 allowdamage false; //fill drop pods clearweaponcargoglobal _d1; clearmagazinecargoglobal _d1; _d1 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d1 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d2; clearmagazinecargoglobal _d2; _d2 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d2 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d3; clearmagazinecargoglobal _d3; _d3 addweaponcargoglobal ["TEI_M7S", 1]; _d3 addmagazinecargoglobal ["TEI_60Rnd_5x23mm_Mag", 8]; clearweaponcargoglobal _d4; clearmagazinecargoglobal _d4; _d4 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d4 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d5; clearmagazinecargoglobal _d5; _d5 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d5 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d6; clearmagazinecargoglobal _d6; _d6 addweaponcargoglobal ["TEI_M41_SSR", 1]; _d6 addmagazinecargoglobal ["TEI_M41_Twin_HEAT", 2]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 400}; _pel flyinheight 8; //halt pelican and drop pods waituntil {getpos _pel select 2 < 50}; detach _d1; sleep 0.5; detach _d2; sleep 0.5; detach _d3; sleep 0.5; detach _d4; sleep 0.5; detach _d5; sleep 0.5; detach _d6; sleep 0.5; //upright the pods waituntil {getpos _d1 select 2 < 1}; _d1 setVectorUp [0,0,1]; waituntil {getpos _d2 select 2 < 1}; _d2 setVectorUp [0,0,1]; waituntil {getpos _d3 select 2 < 1}; _d3 setVectorUp [0,0,1]; waituntil {getpos _d4 select 2 < 1}; _d4 setVectorUp [0,0,1]; waituntil {getpos _d5 select 2 < 1}; _d5 setVectorUp [0,0,1]; waituntil {getpos _d6 select 2 < 1}; _d6 setVectorUp [0,0,1]; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; waituntil {(_this select 0) distance _d1 > 800}; deletevehicle _d1; deletevehicle _d2; deletevehicle _d3; deletevehicle _d4; deletevehicle _d5; deletevehicle _d6; Also to put in my 2 cents on the ODST drop pods, I think they should initiate the drop sequence automatically after a certain period of time or at a certain height so all you have to do is: set drop pod height, add driver, drop. Best to keep things encapsulated as much as possible after all. Keep up the good work! Those are some awesome scripts! I'll have to try those out myself. We may include them in the mod if you are okay with it and they work properly. Also, more Christmas presents for you my children! http://i.imgur.com/A6z4euC.jpg Share this post Link to post Share on other sites
antiflagellum 12 Posted March 13, 2015 (edited) Those are some awesome scripts! I'll have to try those out myself. We may include them in the mod if you are okay with it and they work properly. Feel free to use them. I just figured out how to drop a pod from mission start. Name your pod. Put this in the pods init: this setPos [getPos this select 0, getPos this select 1, 10000]; nul = [this,driver this] spawn TEI_HEV_fnc_podLaunch; To remove the launch action put 'sleep 1; podname removeaction 0;' in your init.sqf. I also used a trigger to run an autoeject script after landing to remove the glitched door action: _pod = _this select 0; _player = _this select 1; [_pod,_player] spawn TEI_HEV_fnc_podLaunchAI; sleep 5; _player removeaction 6; I tested it on ODST but it may not be the right action index for other troops. Edited March 13, 2015 by ANTIFLAGELLUM Share this post Link to post Share on other sites
LykosMactire 298 Posted March 13, 2015 Those are some awesome scripts! I'll have to try those out myself. We may include them in the mod if you are okay with it and they work properly.Also, more Christmas presents for you my children! http://i.imgur.com/A6z4euC.jpg *craps self from excitement* ---------- Post added at 01:44 ---------- Previous post was at 01:26 ---------- also heres a update on the 405th Expansion, UNSC Marine corps Squad Leader, Corpsman, and grenedier http://cloud-4.steamusercontent.com/ugc/44247355833569155/C780E42B491D2E12F4791F14F1B377EE133F3707/ http://cloud-4.steamusercontent.com/ugc/44247355833570065/749F29157AEC63009E69C39667E8014BC7F8CDEE/ http://cloud-4.steamusercontent.com/ugc/44247355833570628/03DB2505F21E8FF4F526CEBA9BE7EA659FE07F60/ Share this post Link to post Share on other sites
aeoncypher 10 Posted March 13, 2015 Awesome mod. For any editing novices, here are a couple scripts I made to have pelicans drop off an empty warthog and to drop some weapon pods. They just take the player (technically any object) as input. The ammo pods will automatically delete after the player (or whatever object) they were called to moves 800m away. I also have one to drop a manned hog and an entire UNSC marine squad if anyone is interested. Feel free to do with these as you wish.Drop warthog //"TEI_Pelican_unarmed_green" //"TEI_M12_LRV" //"TEI_M12G1_LRV" //"TEI_M813_TT" _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create warthog and attach to pelican _veh = createVehicle ["TEI_M12_LRV", position _pel, [], 0, "none"]; _veh attachto [_pel, [0,-5,-3]]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 300}; _pel flyinheight 5; //halt pelican and drop warthog waituntil {_pel distance _pos < 100}; //dostop _pilot; waituntil {getpos _pel select 2 < 8}; detach _veh; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; Drop ammo _pos = position (_this select 0); _startx = floor (random 2); _starty = floor (random 2); if (_startx == 0) then {_startx = -1000} else {_startx = 1000}; if (_starty == 0) then {_starty = -1000} else {_starty = 1000}; _startPos = [(_pos select 0) + _startx, (_pos select 1) + _starty]; //create pelican _pel = createVehicle ["TEI_Pelican_unarmed_green", _startPos, [], 0, "FLY"]; _pel setpos [getpos _pel select 0, getpos _pel select 1, 300]; createVehicleCrew _pel; _pilot = driver _pel; _grp = group _pilot; //create pods _d1 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d1 attachto [_pel, [0.5,-5,-0.5]]; _d1 allowdamage false; _d2 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d2 attachto [_pel, [-0.5,-5,-0.5]]; _d2 allowdamage false; _d3 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d3 attachto [_pel, [0.5,-4,-0.5]]; _d3 allowdamage false; _d4 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d4 attachto [_pel, [-0.5,-4,-0.5]]; _d4 allowdamage false; _d5 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d5 attachto [_pel, [0.5,-3,-0.5]]; _d5 allowdamage false; _d6 = createVehicle ["TEI_supply_pod", position _pel, [], 0, "none"]; _d6 attachto [_pel, [-0.5,-3,-0.5]]; _d6 allowdamage false; //fill drop pods clearweaponcargoglobal _d1; clearmagazinecargoglobal _d1; _d1 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d1 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d2; clearmagazinecargoglobal _d2; _d2 addweaponcargoglobal ["TEI_BR55HB_ScopedRifle", 1]; _d2 addmagazinecargoglobal ["TEI_36Rnd_95x40_Mag", 8]; clearweaponcargoglobal _d3; clearmagazinecargoglobal _d3; _d3 addweaponcargoglobal ["TEI_M7S", 1]; _d3 addmagazinecargoglobal ["TEI_60Rnd_5x23mm_Mag", 8]; clearweaponcargoglobal _d4; clearmagazinecargoglobal _d4; _d4 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d4 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d5; clearmagazinecargoglobal _d5; _d5 addweaponcargoglobal ["TEI_MA5B_AC", 1]; _d5 addmagazinecargoglobal ["TEI_32Rnd_762x51_Mag", 8]; clearweaponcargoglobal _d6; clearmagazinecargoglobal _d6; _d6 addweaponcargoglobal ["TEI_M41_SSR", 1]; _d6 addmagazinecargoglobal ["TEI_M41_Twin_HEAT", 2]; //move pelican to drop off point _pel flyinheight 100; _wp = _grp addWaypoint [_pos, 0]; _wp setWaypointBehaviour "CARELESS"; //descend pelican waituntil {_pel distance _pos < 400}; _pel flyinheight 8; //halt pelican and drop pods waituntil {getpos _pel select 2 < 50}; detach _d1; sleep 0.5; detach _d2; sleep 0.5; detach _d3; sleep 0.5; detach _d4; sleep 0.5; detach _d5; sleep 0.5; detach _d6; sleep 0.5; //upright the pods waituntil {getpos _d1 select 2 < 1}; _d1 setVectorUp [0,0,1]; waituntil {getpos _d2 select 2 < 1}; _d2 setVectorUp [0,0,1]; waituntil {getpos _d3 select 2 < 1}; _d3 setVectorUp [0,0,1]; waituntil {getpos _d4 select 2 < 1}; _d4 setVectorUp [0,0,1]; waituntil {getpos _d5 select 2 < 1}; _d5 setVectorUp [0,0,1]; waituntil {getpos _d6 select 2 < 1}; _d6 setVectorUp [0,0,1]; //move pelican to spawn and delete _wp = _grp addWaypoint [_startPos, 0]; _pel flyinheight 300; waitUntil {_pel distance _startPos < 350}; { deletevehicle _x; } foreach crew _pel; deletevehicle _pel; waituntil {(_this select 0) distance _d1 > 800}; deletevehicle _d1; deletevehicle _d2; deletevehicle _d3; deletevehicle _d4; deletevehicle _d5; deletevehicle _d6; Also to put in my 2 cents on the ODST drop pods, I think they should initiate the drop sequence automatically after a certain period of time or at a certain height so all you have to do is: set drop pod height, add driver, drop. Best to keep things encapsulated as much as possible after all. Keep up the good work! Im pretty new when it comes to stuff like this is it possible to give me a quick run down on how to add these to my mission? Share this post Link to post Share on other sites
nightovizard 20 Posted March 13, 2015 (edited) Well, since the release I have been trying to create a domination type of mission with different templates, and I finally got one that it is properly working: https://www.dropbox.com/sh/xq4tydhrh4yxr96/AAAl2Hr25zmhFIRZermT5mvWa?dl=0 All the vanilla vehicles are placeholders to fulfill all kind of roles, for instance the Ghosthawks are going to be replaced by the falcons, the wipeouts by the gladius, and the Humingbirds by the hornets. 2 of the pelicans will probably be gunship variants too. I hope that the insurrectionists get their own version for all that, because they are mostly using vanilla defenses and vehicles as they are lacking it atm. Also the pelican lifts vehicles as it should be, only the warthogs though as the other vehicles are not in contact with the main hull at all. Edited March 13, 2015 by nightovizard Share this post Link to post Share on other sites
antiflagellum 12 Posted March 13, 2015 Im pretty new when it comes to stuff like this is it possible to give me a quick run down on how to add these to my mission? The quick and dirty way to get this working is to: create a mission with a player character, make sure to name the character. save said mission. navigate to the mission folder, usually C:\Users\yourName\my documents\arma 3\missions\yourMissionName. create a text file for whichever script you want to use, we'll use the hog script, and name it 'pel_hog_drop.sqf' and copy and paste the hog drop script into that file. in the game create a trigger with activation - radio alpha, repeatedly, and put this in the onActivation: nul=[unitName]execvm"pel_hog_drop.sqf". then in game you can use radio alpha to call for a warthog drop. There are much better ways to do this but this will get you started. Share this post Link to post Share on other sites
aeoncypher 10 Posted March 13, 2015 The quick and dirty way to get this working is to:create a mission with a player character, make sure to name the character. save said mission. navigate to the mission folder, usually C:\Users\yourName\my documents\arma 3\missions\yourMissionName. create a text file for whichever script you want to use, we'll use the hog script, and name it 'pel_hog_drop.sqf' and copy and paste the hog drop script into that file. in the game create a trigger with activation - radio alpha, repeatedly, and put this in the onActivation: nul=[unitName]execvm"pel_hog_drop.sqf". then in game you can use radio alpha to call for a warthog drop. There are much better ways to do this but this will get you started. Thanks! it works nicely Share this post Link to post Share on other sites
trooper226 15 Posted March 13, 2015 Could we get a compiled list of assets that may or may not be included in the next patch? Not necessarily bug fixes, but vehicles, weapons, units, etc. If not, that's fine. Really excited to see the Cougar making an appearance. Soon enough we're going to have a vehicle to fill every role. Share this post Link to post Share on other sites
nightovizard 20 Posted March 13, 2015 Yeah its having some issues unfortunately. I'm working to fix it. Scorch, is there any way to delete the drop pod? I mean, after deploying and exiting it, making that it will disappear in 60 seconds. I know that is posible using the delete script, but for that you need to place the object in the editor and name it. How can that be done with the menú script one? (the one where you select drop position). Also could it be posible to deploy you and your squad members at the same time? Just like the HALO scripts do, check the mission above for more details. Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 13, 2015 I'm sorry but this really isn't a tutorial thread people. There is too much of begging for help with the drop pods going on. This isn't here for us to hold hands people... This thread is for discussion about the future of the mod, major bug reports and requests. There are other places for this kind of scripting and mission making help like the respectively sub-forums on this site or on the subreddit. Share this post Link to post Share on other sites
trooper226 15 Posted March 13, 2015 I'm sorry but this really isn't a tutorial thread people. There is too much of begging for help with the drop pods going on.This isn't here for us to hold hands people... This thread is for discussion about the future of the mod, major bug reports and requests. There are other places for this kind of scripting and mission making help like the respectively sub-forums on this site or on the subreddit. Probably should upload a complete user manual at some point and link on the front page, and be done with the spam. Share this post Link to post Share on other sites
antiflagellum 12 Posted March 13, 2015 Right. Sorry about that. Back on topic then, are you planning to add any indigenous creatures to the custom maps? Like the Moa or Mr. Long-Fingernails guy from halo reach, or maybe even these guys from the first Halo:CE trailer? Even if they can't attack the player and just meander around I think they would add that extra layer of foriegn-ness to the worlds. Share this post Link to post Share on other sites
marksman48 10 Posted March 13, 2015 Right. Sorry about that. Back on topic then, are you planning to add any indigenous creatures to the custom maps? Like the Moa or Mr. Long-Fingernails guy from halo reach, or maybe even these guys from the first Halo:CE trailer? Even if they can't attack the player and just meander around I think they would add that extra layer of foriegn-ness to the worlds. That'd be neat, but those animals are only really natives to those planets alone. Except for the Moas. Their dickishness transcends reality. Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 13, 2015 Right. Sorry about that. Back on topic then, are you planning to add any indigenous creatures to the custom maps? Like the Moa or Mr. Long-Fingernails guy from halo reach, or maybe even these guys from the first Halo:CE trailer? Even if they can't attack the player and just meander around I think they would add that extra layer of foriegn-ness to the worlds. No no, in your case it was very helpful. I was talking about the countless amount of people ASKING how to do something that anyone with a few minutes of Arma 3 scripting knowledge could do. What you posted was extremely helpful to everyone, including the team. Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted March 13, 2015 (edited) When using this with AliVE it increases the load time significantly. I am not sure what reason that could be, since it's mostly just units and such, and isn't even as large as some other unit packs I've been using. In addition, and this may just be me and not the mod/Alive, I can't seem to make the Insertion spawn type use the Pelican. It just spawns me in a Ghosthawk, even with a Pelican synced to the Multispawn module. Edited March 13, 2015 by TheCoolSideofthePillow Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 13, 2015 Not too sure about the ALiVE issue. We'll look into it. But I bring more gifts: https://scontent-atl.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10670010_949650718378626_7845452904786084431_n.jpg?oh=e650f4916c62fb0fbd0417f78e7be9ea&oe=55B9E802 Building that is obviously still a WIP being worked on by IndoorBradster. Will be used in our future custom terrains. Share this post Link to post Share on other sites
icmspectre 32 Posted March 13, 2015 Im having an issue on a map i made for some friends and me where only one person can initiate Drop pod and the other get stuck in the air. Im pretty new to editing But i copied the code from the flag pole in the template mission and used it in my own map any ideas? Everyone has to drop one at a time. For example, one presses the button for ODST insertion and drops, then the next person does it Share this post Link to post Share on other sites
Ink. 10 Posted March 13, 2015 ALiVE always expanded my load time for me, even if I didn't have many mods installed. I ended up removing it since I didn't use it as much and my load times significantly increased. Anyway, I'm excited for the falcons and buildings. Question about the buildings, will they be all military based or will they be more general? The reason I ask is for example let's say I make a mission where UNSC is trying to raid an innie base or capture an innie HVT from his hideout, will there be any buildings that could decently accomodate this within the aesthetics of Halo? Share this post Link to post Share on other sites
SpaceNavy 16 Posted March 13, 2015 ALiVE always expanded my load time for me, even if I didn't have many mods installed. I ended up removing it since I didn't use it as much and my load times significantly increased.Anyway, I'm excited for the falcons and buildings. Question about the buildings, will they be all military based or will they be more general? The reason I ask is for example let's say I make a mission where UNSC is trying to raid an innie base or capture an innie HVT from his hideout, will there be any buildings that could decently accomodate this within the aesthetics of Halo? We plan on including a wide variety of different buildings. Many military but more focused around civilian and industrial buildings. So yes, something like what you are talking about would work. Share this post Link to post Share on other sites