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lilphil

Tutorial#5

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i was wondering if someone could help me out, im trying to make a squad parachute out of a chopper but have no luck. Where do i have to put the script file? Is there anything that i could be doing wrong? I doublechecked the script, it seems to be exact to the tutorial other then the squad and helo names.

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moving to mission editing and scripts.

place the script file under

<flashpoitn directory>/users/yourname/missions/<name of your mission folder>

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ok, i did that. It doesnt say script not found, but when i move to the waypoint where they should exec the script, it just does nothing. Whos name do i put to exec the script? A unit name like the squad leader(in my case, dawn) Any ideas confused.gif There must be something im doing wrong, just cant figure out what it might be. Im running version 1.46

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it depends on script. see if you can locate instructions that came with the script. make a trigger or at the 'activate' part of waypoint, place something like

[] exec "scriptname.sqs"

now, if you have instruction for script, it will tell you what variables to pass in '[]' section.

if you are new to scripting, i'd suggest you get a tutorial. Johan Gustavson's script tutorial is the one i learned with. it should be available at OFPEC

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before u search the whole Johanns tutorial i give u a more precise answer *point out a finger on ralph lol*

with [] exec "trucbidule.sqs  

within the script u should find something like this:

variable = _this select 0

like:

_everything = _this select 0

-----> the _this select 0 is replace by the very first thing u put into the []... it can be variable (numeric)... array like "Hello"... even a script  like [100,"exec whatever.sqs"] exec "nexttonothing.sqs"

example i wrote a script to kill camper called anticampeur.sqs that use that thing *like 90% script here*:

create a trigger that will be the alive detector:

-the radius effect of the trigger doesnt matter even out of range it does activate

-repeating

-write in condition:  alive US1

-write in on activation:  [uS1,0] exec "anticamper.sqs"

create a unit called in name field: US1

put this script with the name "anticamper.sqs"

// a pointer called update to do a loop

#update

// variable name of player

_joueur = _this select 0

// variable position player at time A A=0

_tempA = getpos( _joueur )

// wait 60 seconds

~60

// position player at time B B=Aplus 60

_tempB = getpos ( _joueur )

// player died during the process script restart

?!Alive _joueur : exit

// compare the two position less or not than 1

? (((_tempA select 0)- (_tempB select 0)) + ((_tempA select 1) - (_tempB select 1)) + (( _tempA select 2) - ( _tempB select 2))) <=1 : goto "tue"

// the loop

goto "update"

// part called when position at time A= position at time B

#tue

// name of the camper showed to everyone

titletext [format ["%1 will be executed for excessiv camping",name _joueur],"Plain"]

~1

// killing the camper

_joueur setdammage 1

exit

***script without the explanation***

anticamper.sqs

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

#update

_joueur = _this select 0

_tempA = getpos( _joueur )

~60

_tempB = getpos ( _joueur )

?!Alive _joueur : exit

? (((_tempA select 0)- (_tempB select 0)) + ((_tempA select 1) - (_tempB select 1)) + (( _tempA select 2) - ( _tempB select 2))) <=1 : goto "tue"

goto "update"

#tue

titletext [format ["%1 will be executed for excessiv camping",name _joueur],"Plain"]

~1

_joueur setdammage 1

exit

<span id='postcolor'>

----> u can use the thing select X to point out into an array and take only the information u need *i used it to take the coordinate separately and write a logical addition*

the _joueur will be the name of the thing u put into the [_joueur,X,Y,Z] exec "whatever.sqs"

translate []exec "*.sqs" as  [select 0, select 1, select 2 ect...] exec "*.sqs"

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If all you want to do is have the squad parachute, you don't even need a script. Here is The Baron's straight-forward, easy to learn parachute technique:

1) Create the chopper, name it chopper. Set it's "SPECIAL" to "FLYING". In it's init field, put: this flyinheight 100

2) Create your (west) squad (on the ground). Be sure they are not "grouped" to the chopper. Name each squad member (s1, s2, s3, etc). Set all their "SPECIAL" to "IN CARGO"; In each of their INITIALIZATION fields, put this:

this assignascargo chopper; this moveincargo chopper

3) Assign the waypoints to the chopper so that it flys over the area of the drop.

4) Make a trigger where you want the drop (which should coincide with the chopper's waypoints). Make sure there are no other WEST soldiers inside the trigger detection range.

TRIGGER: (once)

AXIS: 20x20

CONDITION: west present

ACTIVATION: s1 action["eject", chopper]; s2 action["eject", chopper]; s3 action["eject", chopper]; unassignvehicle s1; unassignvehicle s2; unassignvehicle s3

You can even make yourself one of the squad members and it will automatically eject you. You can also fancy it up however you want (including the use of foreach in the activation field, but I suggest you get the above working before you make any changes).

If, for any reason, you cannot get this to work, send me your email and I will send you the mission files where I have implemented this and it works.

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I used this script to eject 2 squads from a chinook:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignvehicle m1

m1 action ["Eject",Chopper]

~0.5

unassignvehicle m2

m2 action ["Eject",Chopper]

~0.5

unassignvehicle m3

m3 action ["Eject",Chopper]

~0.5

unassignvehicle m4

m4 action ["Eject",Chopper]

~0.5

unassignvehicle m5

m5 action ["Eject",Chopper]

~0.5

unassignvehicle m6

m6 action ["Eject",Chopper]

~0.5

unassignvehicle m7

m7 action ["Eject",Chopper]

~0.5

unassignvehicle m8

m8 action ["Eject",Chopper]

~0.5

unassignvehicle m9

m9 action ["Eject",Chopper]

~0.5

unassignvehicle m10

m10 action ["Eject",Chopper]

~0.5

unassignvehicle m11

m11 action ["Eject",Chopper]

~0.5

unassignvehicle m12

m12 action ["Eject",Chopper]

~0.5

unassignvehicle m13

m13 action ["Eject",Chopper]

~0.5

unassignvehicle m14

m14 action ["Eject",Chopper]

~0.5

unassignvehicle m15

m15 action ["Eject",Chopper]

~0.5

unassignvehicle m16

m16 action ["Eject",Chopper]

~0.5

unassignvehicle m17

m17 action ["Eject",Chopper]

~0.5

unassignvehicle m18

m18 action ["Eject",Chopper]

exit<span id='postcolor'>

just name the units "m1" to "m18" and name the chopper "Chopper".

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If you de-PBO the 'Chinook' mission, you'll find a very nifty script for ejecting troops with an action code. Best of all, it works when dropping of troops at low altitude in a hurry.

t74

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