Ixian 0 Posted December 7, 2002 After a cutscene I want a pilot in a plane to eject. Now I know I can use a script but is that necessary? Is there a command maybe like "this ejectpilot true" or something" instead of using script Share this post Link to post Share on other sites
mcnorth 0 Posted December 7, 2002 You don't have to use a script. You can use, pil action ["EJECT", uh60] in the "on activation" field of a trigger or waypoint and the guy will bail. In the above 'pil' is the name of the pilot and 'uh60' is the name of the helicopter. The downside is that you have to put the pilot and helicopter (empty) on the map separately (so you can name and have access to the pilot) then move the pilot in with the moveindriver command. If anyone knows a way around this quirk please post. Share this post Link to post Share on other sites
Ruskiesrule 0 Posted December 7, 2002 isn't the pilots name uh60_1, uh60_2 or Uh60_3 I'm not sure, but in tanks i think the driver has the name tanksname_3, i have no idea if it changes in veichles without a commander! just try one of them! Share this post Link to post Share on other sites
mr. Duck 0 Posted December 7, 2002 Create a pilot and an empty a10. Name the pilot "pilot" and the jet "a10". Type in initfield of pilot: this moveindriver a10 (no "_"). When you want the pilot to eject you just type in the activation field of some trigger: pilot action ["eject", a10] Share this post Link to post Share on other sites
Bart.Jan 0 Posted December 7, 2002 or name just plane/chopper and execue : (driver plane) action ["eject", plane] Share this post Link to post Share on other sites
philcommando 0 Posted December 7, 2002 make sure u unassign the soldier otherwise he and the plane will look for one another. More so espacially for chopper. on the trigger - select radio ( so that u can control the time of ejection.) on the activation:- soldier1 action [ "eject", chopper]; soldier2 action ["eject", chopper]; unassignvehicle soldier1; unassignvehicle soldier2 (if u wanna eject 2 soldiers, but if one, just use soldier1's actions). u can also use the commands on the waypoints condition, but in the your case if the pilot just jumps out, careful that the plane or chop will crash on u. but if the loading in of plane as object, it will come with a pilot at start, and if indepently controlled, u will need to .....hmmm...plane1 eject "EJECT" at one to the waypoint conditions? Share this post Link to post Share on other sites
Ixian 0 Posted December 7, 2002 I used Barts idea. Thanks bud. Share this post Link to post Share on other sites
philcommando 0 Posted December 8, 2002 yup, bart is correct hehe...sorry...no such code as plane eject "Eject" If the plane is independently control with no links to u, on the waypoint condition just set : plane1 action ["Eject", plane1] and the pilot jumps off, but the plane seems to aim for yer or explode around u Share this post Link to post Share on other sites