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Ixian

Does pilot eject have to have a script?

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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

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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.

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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!

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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]

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or name just plane/chopper and execue :

(driver plane) action ["eject", plane]

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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?

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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

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