Damsead 0 Posted May 2, 2020 Hello All, I am trying to create a mission where many players are going to parachute into an AO and I need them to be able to keep their backpacks. I understand that there are mods for this but I didn't want to force people to download new mods for one mission. Anyway, I attempted to utilize beerkan's paradrop.sqf script and cannot get it to work either on my PC in Eden nor when I put it on the dedicated server. If anyone can help me figure out a way for my players to jump out of a helo with their normal backpack and parachute using a steerable chute and then have their backpack again once they hit the ground, I will be seriously in your debt. I have 3 groups of rangers, including a platoon leader and a JTac player who will all be affected - roughly 34 people across 3 groups. Share this post Link to post Share on other sites
accuracythruvolume 547 Posted June 13, 2020 I can't remember who is the originator of this script but I have used it on many dedi missions without issue. I had to tweak it a bit but it works like a charm. // add to init line of object to be used for HALO // this addAction["Halo Insertion", "Scripts\HaloJump.sqf"]; //below should be in it's own sqf file HaloJump.sqf _unit = _this select 1; hint "Click on map to perform a Halo Insertion"; openMap true; clicked = 0; onMapSingleClick "player setpos [_pos select 0, _pos select 1, 2000]; clicked = 1; openMap false;; openmap false;onMapSingleClick ''; true;"; waitUntil {clicked == 1}; _backpackItems = backpackItems _unit; {_unit removeItemFromBackpack _x} forEach _backpackItems; _currentBackpack = backpack _unit; removeBackpack _unit; _unit addBackpack "B_Parachute"; _txt = format["%1 is jumping into the fray.",_unit]; _txt remoteExec ["systemChat"]; waitUntil {(isTouchingGround _unit)}; if (isNil _currentBackpack) then { // These three lines check to see if the unit had a backpack or not at the beginning of the jump removeBackpack _unit; // If they had a backpack it is restored in the code below these 3 lines }; // If they had no backpack then these 3 lines remove the parachute so you are back to no backpack removeBackpack _unit; _unit addBackpack _currentBackpack; _newBackpackItems = backpackItems _unit; {_unit removeItemFromBackpack _x} forEach _newBackpackItems; {_unit addItemToBackpack _x} forEach _backpackItems; sleep 2; { if (!isPlayer _x) then { _x setPos (getPos _unit); }; } forEach units group _unit; Share this post Link to post Share on other sites
Twiznak 57 Posted June 13, 2020 This might help you. Share this post Link to post Share on other sites