Damsead 0 Posted April 30, 2020 Hi All, I've been trying to find out a way to have my players drop into an AO via CH-47F around 2500m and land without the need to have to reload their backpack at an arsenal or something else of the like. Is there any way to do that within arma? I've got ACE 3.13, CUP, RHS. If I need to script it, can anyone help with that? I've been struggling to utilize the below. I just can't get it to work. I'd like to be able to make it so that anytime someone jumps out of a helo during the OP the parachute would deploy for them and there would be no need to replace the backpack. Any assistance is greatly appreciated! /* ---------------------------------------------------------------------------- Script Name: Simple ParaDrop Script v1.5 File Name: Paradrop.sqf Author: Beerkan Description: Simple ParaDrop script which saves backpack and loadout. Parameters: 0: GROUP : String - Name of group that will paradrop 1: VEHICLE : String - name of vehicle that will be doing the paradrop (object) 2: ALTITUDE : Number (optional) - the altitude where the group will open their parachute (number) Usage: TRIGGER/WAYPOINT - On Act _drop = [VEHICLE, ALTITUDE] execVM "paradrop.sqf"; ---------------------------------------------------------------------------- */ if (!isServer) exitWith {}; private ["_paras","_chopper","_chuteHeight","_dir"]; _paras = _this select 0; _chopper = _this select 1; _chuteheight = if ( count _this > 1 ) then { _this select 2 } else { 100 }; _chopper allowDamage false; _dir = direction _chopper; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; 0=[_unit,_chuteheight] spawn OpenPlayerchute; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _inv = name _unit; [_unit, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_loadInventory;// Reload Loadout. _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) < _chuteheight}; _paraPlayer action ["openParachute", _paraPlayer]; }; { _inv = name _x; [_x, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_saveInventory;// Save Loadout removeBackpack _x; _x disableCollisionWith _chopper;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "B_parachute"; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; } forEach _paras; _chopper allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; Share this post Link to post Share on other sites
Harzach 2517 Posted April 30, 2020 Plenty of ventral backpack mods that do just this. Here's one that supports ACE: Zade's mod (mentioned in the first line of that post) also supports ACE. If you really want to script your own solution, I'd suggest moving this conversation over to the Editing & Scripting forum. Just report this topic to the mods (top right corner - "Report post") with a note asking for it to be moved. Share this post Link to post Share on other sites
Damsead 0 Posted April 30, 2020 1 hour ago, Harzach said: Plenty of ventral backpack mods that do just this. Here's one that supports ACE: Zade's mod (mentioned in the first line of that post) also supports ACE. If you really want to script your own solution, I'd suggest moving this conversation over to the Editing & Scripting forum. Just report this topic to the mods (top right corner - "Report post") with a note asking for it to be moved. Is this something I could do without having all my players download it? I don't want to have people need to modify our modpack for this mission. I'll send a message now to have it moved. Thank you! Share this post Link to post Share on other sites
Harzach 2517 Posted April 30, 2020 I've never seen a good script version, though the licenses of the ones I linked might allow for adaptation. Share this post Link to post Share on other sites