schmoking 17 Posted July 26, 2016 hi... i recently got back into arma3. this script used to work fine in my server... but no more :( its an sqs file player allowdamage false; player action ["eject",vehicle player]; ~1 player allowdamage true; i use triggers to give addaction to player to eject.. but it does nothing for helicopters anymore. it will work on planes.. but they got their own eject action, so it just does the same as that. Share this post Link to post Share on other sites
dr death jm 117 Posted July 26, 2016 hi... i recently got back into arma3. this script used to work fine in my server... but no more :( its an sqs file player allowdamage false; player action ["eject",vehicle player]; ~1 player allowdamage true; i use triggers to give addaction to player to eject.. but it does nothing for helicopters anymore. it will work on planes.. but they got their own eject action, so it just does the same as that. that doesn't look like sqs besides the ~1 = sleep 1; I believe in arma3 you may need to use an addaction , and so much more.. but use google there are a lot of eject scripts out there .. Share this post Link to post Share on other sites
MKD3 27 Posted July 26, 2016 This is old shizz yo, wont work, if you want an addaction use this: player addAction [ "Eject", {player allowdamage false; player action ["Eject", vehicle player]; sleep 1; player allowdamage true; } ]; or use this to force it player allowdamage false; player action ["Eject", vehicle player]; sleep 1; player allowdamage true; Ive never used SQS for anything so I guess it isn't necessary, SQF is the norm. Not tested, so let me know if it doesnt work and Ill actually test it Share this post Link to post Share on other sites
schmoking 17 Posted July 26, 2016 ok.. so i changed it to sqf. but is still the same. --------------------------------------------------- trigger 1 condition: vehicle player isKindOf "Air" on activation: ejectinit = player addAction ["<t color=#2E9AFE'>Eject</t>", "Para\eject.sqf]; trigger 2 condition: vehicle player isKindOf "Land" on activation: player removeaction ejectinit; script: eject.sqf player allowdamage false; player action ["Eject", vehicle player]; sleep 1; player allowdamage true; --------------------------------------------------- the triggers works great, all players in server gets the addaction eject menu, and it runs the script. in arma3 when u fly a plane u get an eject menu (if u have a parachute on atleast), with this script running i will get two eject menues on a plane, mine and the ingame one, i can eject from a plane using either menue. in a helicopter i only get the menu from the triggers, but it now does nothing. last time i played arma3 was around a year ago and then it worked fine. player action ["Eject", vehicle player]; --this line doesent seem to work anymore. Share this post Link to post Share on other sites
Beerkan 71 Posted July 26, 2016 Take what you need from this thread... Beerkan's Simple-paradrop-script/ Share this post Link to post Share on other sites
schmoking 17 Posted July 26, 2016 thanks beerkan... :) i looked at your script... and found what i needed. ---------------------------------------- player allowdamage false; moveout player; sleep 1; player allowdamage true; ---------------------------------------- works great now Share this post Link to post Share on other sites
Beerkan 71 Posted July 26, 2016 You might need to consider also using unassignvehicle player; before the moveout, as the helo chopper pilot might choose to land to pick you up again, as he thinks you're still his cargo. My script has evolved over many moons of having to deal with Arma3's many many quirks. Share this post Link to post Share on other sites
schmoking 17 Posted July 27, 2016 its just a deathmatch, so no ai players in it. but there is another thing.. if i eject below 100 meters i wont get the option to pull my chute. player doesnt even go into freefall. just hits the ground standing up. is there an easy way to force chute open if i eject below 100 meters? Share this post Link to post Share on other sites
killzone_kid 1332 Posted July 27, 2016 action eject works fine, must be something else you are doing wrong. Share this post Link to post Share on other sites
schmoking 17 Posted July 30, 2016 it works fine now... dont even need the damage false anymore :) //player allowdamage false; moveout player; sleep 1; //player allowdamage true; player action ["openParachute"]; Share this post Link to post Share on other sites