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evokerzz

Automatic eject via vehicle's init line

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I created a vehicle init script a few months ago with the purpose of automatically making the plane auto-eject pilots when the damage to the plane exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly. After a recent arma update however the script stopped working so I'm hoping that maybe someone more experienced in arma scripting can help me out with it.

My current revisions (seperated with a line) of the vehicle init with comments: https://pastebin.com/XSyXyES1

I'm trying to avoid using seperate script files to make this a simple copy-paste solution for everyone who isn't that familiar with mission editing.

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that didn't work

current revision... 
to clear things a bit more: it should work with anyone who's in the plane, regardless if it's a player who starts out in the plane, a random player who took it from a hangar or an AI unit.. at least that's how it did work pre-update
 

this addEventHandler ["HandleDamage", {.9;}];  
dummy = this spawn {  
    waitUntil {(damage _this) > 0.8}; 
    {  
        {unassignVehicle _x; moveout _x} forEach crew f15; //still doesnt force units out of the plane
    };
    sleep 5;
    _this removeEventHandler["HandleDamage",0]; 
    sleep 5; 
    _this setdamage 1;  
};



*edit: i cannibalised the survivable crashes mod a bit and stumbled upon this piece of code (credit to rafael09ed on armaholic) and replaced "{unassignVehicle _x; moveout _x} forEach crew f15;" with it
it's not working as is but i think it might be a start to something, right now it gives an error saying "error undefined variable in expression: _unit" when the events reach the point of triggering that part of the init, just gotta figure out how to fix that
 

_unit action ["eject", vehicle _unit];
if (vehicle _unit != _unit) then {
moveOut _unit;
};



 

Edited by evokerzz
more info

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this addEventHandler ["HandleDamage", {0.84}];

0 = this spawn {

  waitUntil {(damage _this) > 0.8};

  { _x addBackpackGlobal "B_Parachute"; sleep 0.2; unassignVehicle _x; moveout _x} forEach crew f15;

  sleep 5;

  _this removeEventHandler["HandleDamage",0];

  sleep 5;

  _this setdamage 1;

};

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Try this code, more convenient i think.

(Still in init field of the aircraft)

 

if (isServer) then {  
  {_x setVariable ["bpk",unitBackpack _x]} foreach crew this;
  this addEventHandler ["HandleDamage", {
   params ["_veh","","_dam"];  
    if (_dam > 0.6 && !(_veh getVariable ["treated",false])) exitWith {
      [_veh, _thiseventHandler] spawn {
        params ["_veh","_eh"];
        _veh setVariable ["treated",true];
        _units = crew _veh;
        { _x allowDamage false;  _x addBackpackGlobal "B_Parachute"; sleep 0.2; unassignVehicle _x; moveout _x} forEach _units;
        uisleep 3;
        {_x allowDamage true;
         _x spawn {
          waituntil {(getPosATL _this) select 2 < 6};
          uisleep 4;
        if (!isNull (_this getVariable["bpk",objNull])) then {
          (_this getvariable "bpk") setPos (_this getpos [3,getDir _this]);
        _this action ["takeBag",(_this getVariable "bpk")]
        }
        }
        } forEach _units;
        uisleep 4;
        _veh removeEventHandler ["HandleDamage", _eh]
      };
    };   
  0.82   
  }]
};

 

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Key factor in this..

{unassignVehicle _x;moveout _x }

 

if only I had of thought of this..

 

Oh. yeah.. I did.

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5 hours ago, pierremgi said:

this addEventHandler ["HandleDamage", {0.84}];

0 = this spawn {

  waitUntil {(damage _this) > 0.8};

  { _x addBackpackGlobal "B_Parachute"; sleep 0.2; unassignVehicle _x; moveout _x} forEach crew f15;

  sleep 5;

  _this removeEventHandler["HandleDamage",0];

  sleep 5;

  _this setdamage 1;

};


this works perfectly, thank you :), even though there's about a 1 in 10 chance where the pilot gets injured by shrapnel from a 2nd missile (haven't been killed yet after 20 tests)

meanwhile your longer script only seems to work when i haven't touched the controls for about a second before the missile impact..

@Beerkan yes, you did, but for some reason it didn't force the crew out of the plane, no idea why, even though by all logic it should

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