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I'm not sure about spawning a Module. But you can place the LEAP Module and set it to "System Only", and then when you are ready you can just add the addAction Menus to the Objects you need.

 

If you are comfortable with some scripting, you can add these to the Object(s) you need if/when they become unlocked:



[[JumpMaster, ["Flight Plan: XC-130 Nightmare -- H.A.L.O.", "missionNamespace setVariable ['planeType', 2, true]; missionNamespace setVariable ['flightHALO', 1, true]; missionNamespace setVariable ['flightPARA', 0, true]; execVM 'vqi_halo\VQI-DemonDropper\FlightPlan\vqi_halo_flightplan.sqf'; [JumpMaster, 1]"]], "addAction", true, true] call BIS_fnc_MP;
[[JumpMaster, ["Flight Plan: XC-130 Nightmare -- ParaJump", "missionNamespace setVariable ['planeType', 2, true]; missionNamespace setVariable ['flightPARA', 1, true]; missionNamespace setVariable ['flightHALO', 0, true]; execVM 'vqi_halo\VQI-DemonDropper\FlightPlan\vqi_halo_flightplan.sqf'; [JumpMaster, 2]"]], "addAction", true, true] call BIS_fnc_MP;
[[JumpMaster, ["S.A.M. Intel Report", "execVM 'vqi_halo\VQI-DemonDropper\Airspace\vqi_halo_sam_mkrs_intel.sqf'; [JumpMaster, 3]"]], "addAction", true, true] call BIS_fnc_MP;
[[JumpMaster, ["H.A.L.O. Inspection", "[player] execVM 'vqi_halo\VQI-DemonDropper\FlightCrew\vqi_halo_inspection_halo.sqf'; [JumpMaster, 4]"]], "addAction", true, true] call BIS_fnc_MP;
[[JumpMaster, ["ParaJump Inspection", "[player] execVM 'vqi_halo\VQI-DemonDropper\FlightCrew\vqi_halo_inspection_para.sqf'; [JumpMaster, 5]"]], "addAction", true, true] call BIS_fnc_MP;

[[LoadMaster, ["CLEARED for TakeOff", "[player] execVM 'vqi_halo\VQI-DemonDropper\FlightCrew\vqi_halo_takeoff.sqf'; [LoadMaster, 1]"]], "addAction", true, true] call BIS_fnc_MP;

Just change the names JumpMaster and LoadMaster to the Objects you want to have those Menu Options. Then you can also spawn the HALO Crate and C-130 Plane as needed. Not sure if that helps, as I haven't worked on this in a long time. I'm also not sure what works and what doesn't right now. I should be coming back to this project in a few weeks or so to take a closer look at its current state.

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Thanks! I'll look into it! For now I found another work around which is using Larrow's Eden Composition Spawning script to spawn your module as a composition and that works too.

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- UPDATE -

 

 

v0.2.5 Beta
=======================

FIXED: Bad Map Config on custom User Maps
FIXED: Missing Re-Breather Error
ADDED: Moved RADAR Air-Defences into LEAP
CHANGED: Increased SAM Activation/Launch
CHANGED: SAMs & RADAR now have set Height!
CHANGED: Intel increased to 5min

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Negative. Thanks! Good spot. I'll try and contact him/them later. And he's using an old buggy version. He's also using it wrong. Lol.

 

Anyway, thanks!

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Hi,

 

Thanks a lot for your awesomes mods by the way.

 

I have a little problem with this mod.

 

It works perfectly on clean maps, but when I use it for my scenario, it gone wrong.

When I ask for a HALO or ParaJump, the maker report -615ft and the Plane and I spawn at the left botom corner of the map under water.

 

There is a screenshot of the markers.

 

Spoiler

259726HALOBUG.jpg

Spoiler

535973HALOBUG2.jpg

 

Edited by Timothée Dhesse

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Thanks,

 

Not sure what happened there. I'll have to get back to you. Just saw your PM on Armaholic too. I'll take a look.

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Thanks

 

I searched by myself but I dont know how your mod and cripts works. Is it possible that markers/scripts/trigger I use/create may cause trouble with your mod ?

Edited by Timothée Dhesse

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VonQuest, was your mod updated for dedicated server over the past year? Our community would love to use it.

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Negative. Sorry. And no plans until it moves further along. I'm tempted to get a donation button, and then I could be bribed. *wink*

 

@Timothee

Sorry pal. I've been sick this past week. Haven't had time to look. The way we play (system only) it was working fine. Feeling a tad better, so I might have time to take a look this weekend.

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Guest Irondog McMannis

So how much of a bribe are we talking here?

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$100. I have zero plans to use this on Dedicated. It makes little sense to spend the weekend working on code and setup for something I'm not going to use. It's only roughly about 50% done in its current state.

 

Since I know next to nothing about Dedicated Servers for ArmA, it may only take an hour or two, or it could take all week. I'll work on anything for a price. Otherwise everyone will have to wait until it's closer to v1.

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Where is the donation button for Dedicated server support so I can give you money? :)

 

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Thanks. Yup, I'm back. And I noticed that as well in testing it a few days ago. I goofed a classname. I'll upload a fix soon. For now, use the VA to grab the other re-breather (same name). The one in the crate is wrong.

 

I'll look at the cargo options too. We never use them, so I didn't test those.

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19 hours ago, O.Languedoc said:

Where is the donation button for Dedicated server support so I can give you money? :)

 

I second this!

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UPDATE:

 

 

v0.2.6 Beta
=======================

FIXED: classname preventing PASS on HALO Inspection

 

 

@Timothée Dhesse

Just did a HALO Jump in the warm humid air over Tanoa. Everything seems to be working fine.

 

@Everyone

I'll be adding a Donate button soon if everyone really really really wants this working on Dedicated. I may consider other requests for ALL PROJECTS too as well, if donations are a regular thing.

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Impressive mod.

 

Am I doing something wrong if I don't get any lights at all? I just open the ramp and walk off the plane. The HALO jump works incledible, but I was expecting the blue light, then red, then blinking red, etc. that is mentioned in the readme. I also get a script error right after I exit the plane.

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I have a feeling it's broken again right now. In the games we play, we haven't had to HALO in a while, but I swore it wasn't triggering all the effects and audio. I think the Trigger isn't detecting the first player in the plane. There should be Lights and Audio for a HALO. If it is working, you'd have to wait a minute or two before you get the "de-pressurzes" announcement and the Ramp will open automatically. In a low-alt ParaJump you'd have to open the Ramp manually.

 

My ArmA dev time has been about zero the last couple months. I'll try and do some updates this weekend if I can find the time. Super busy right now though. I have some possible new projects coming up, and don't know if I'll ever get to finish these mods. Grrr.

 

Hang in there fellas. I'll get back to you...

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would it be possible to use this as a spawn option in Exile? The bambi player would spawn inside the plane with all the necessary gear already on and the plane 60k up or something and have the whole countdown and jump thing?

When they get to the ground, the gear disappears. and they have their default Bambi gear.

I would place the plane in the middle of the map or near the coast.

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