scottb613 285 Posted October 7, 2023 Hi Folks, I'm trying to setup a decent airborne para drop - I have it working nicely - EXCEPT - for the annoying altitude transitions over terrain. Is there a way to force the aircraft to maintain a level altitude for the para drop? Thanks. Regards, Scott Share this post Link to post Share on other sites
TeTeT 1523 Posted October 8, 2023 Hi, when using some tanker AI I had success with combining https://community.bistudio.com/wiki/flyInHeightASL and https://community.bistudio.com/wiki/flyInHeight this flyInHeight 800; this flyInHeightASL [1000,1000,1000]; 1 Share this post Link to post Share on other sites
scottb613 285 Posted October 8, 2023 On 10/8/2023 at 7:17 AM, TeTeT said: Hi, when using some tanker AI I had success with combining https://community.bistudio.com/wiki/flyInHeightASL and https://community.bistudio.com/wiki/flyInHeight this flyInHeight 800; this flyInHeightASL [1000,1000,1000]; Hi TeTeT, Thank you kindly - let me give that a shot. 🙂 Regards, Scott Share this post Link to post Share on other sites
scottb613 285 Posted October 8, 2023 Hi Folks, Yeah - tried that - I think I'm stuck with the altitude excursions... One follow up question - if I may - as you can see in the video - the ejection and aircraft perform as expected with AI. When I turn one of the AI jumpers into the "player" - as soon as the player is ejected - the aircraft immediately dives to land at the airport in the shot - regardless of which jumper I choose to use as "player" and regardless of which aircraft I choose to ride - - - instead of following the waypoints to their conclusion. Is there a way to prevent this from happening? Here's my ejection sequence. _x setVariable ["Saved_Loadout", getUnitLoadout _x]; removeBackpack _x; _x disableCollisionWith _vehicle; _x allowDamage false; [_x] ordergetin false; [_x] allowGetIn false; unassignVehicle _x; moveOut _x; _x setDir (_dir + 90); _x setVelocity [0, 0, -5]; sleep 0.5; // Delay between each unit exiting the aircraft. [_x, _chuteheight] spawn ParaLandSafe; Thanks... Regards, Scott Share this post Link to post Share on other sites
pierremgi 4900 Posted October 9, 2023 Are you in the same group of the driver? and btw the leader? or any condition in waypoint's statements? 1 Share this post Link to post Share on other sites
scottb613 285 Posted October 9, 2023 Hi Pierre, I think my groupings are good... Alpha on Herc1 - Bravo on Herc2. Initially - I had the landing issue from when the first AI left the aircraft - the following additions to the code seemed to solve that issue. Again - all AI works perfectly - if the "player" becomes the "Copilot" all works perfectly - only when the "player" leaves the aircraft does the issue occur. [_x] ordergetin false; [_x] allowGetIn false; Here's my full ejection script - modded a helo script made by someone else. I've never used or tried the "Cargo" portion of the code. I had intended to remove the "Cargo" portion to suit my needs. Reveal hidden contents /* Filename: Simple ParaDrop Script v0.99d land.sqf Author: Beerkan Description: A Simple Paradrop Script that will make assigned units (except crew) exit a vehicle, add a parachute, and when landed, respawn their original backpacks. Parameters: 0: VEHICLE - the vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group & Cargo Item (if used) will open their parachute (number) 2: CARGOITEM - (optional) the item, vehicle, or ammocrate you wish to paradrop with the paras. CARGOITEM will also have Virtual Arsenal. (object) Example Usage: 0 = [UH80, 150] execVM "land.sqf" - Simple paradrop without cargo. 0 = [UH80, 150, "B_supplyCrate_F"] execVM "land.sqf" - Paradrop with cargo. Notes: - The script generates a random staggered position for each parachutist, up to 10 meters left or right of the aircraft's track. */ if (!isServer) exitWith {}; private ["_paras", "_vehicle", "_item"]; _vehicle = _this select 0; _paras = []; _crew = crew _vehicle; // Get everyone except the crew. { _isCrew = assignedVehicleRole _x; if (count _isCrew > 0) then { if ((_isCrew select 0) == "Cargo") then { _paras pushBack _x; }; }; } forEach _crew; // Height to auto-open chute, i.e., 120 if not defined. _chuteheight = if (count _this > 1) then { _this select 1 } else { 120 }; // Cargo to drop, or nothing if not selected. _item = if (count _this > 2) then { _this select 2 } else { nil }; _vehicle allowDamage false; _dir = direction _vehicle; ParaLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; sleep 0; // Delay the opening of the chute by 2 seconds per unit _unit addBackpack "vn_b_pack_t10_01"; // Add parachute // Calculate position staggered to the left or right of the track by 10 meters private "_stagger"; _stagger = round(random 10) - 5; // Generates numbers between -10 and 10 _unit setPos [(position _unit select 0) + _stagger, (position _unit select 1) + _stagger, (position _unit select 2)]; waitUntil { (_unit distance (vehicle _unit) < 5) || (position _unit select 2) < 1 }; // Open chute when close to the vehicle or close to the ground _unit action ["openParachute", _unit]; waitUntil { (_unit distance (vehicle _unit) < 5) || (position _unit select 2) < 1 }; // Wait until they are on the ground _unit setUnitLoadout (_unit getVariable ["Saved_Loadout", []]); _unit allowDamage true; }; { _x setVariable ["Saved_Loadout", getUnitLoadout _x]; removeBackpack _x; _x disableCollisionWith _vehicle; _x allowDamage false; [_x] ordergetin false; [_x] allowGetIn false; unassignVehicle _x; moveOut _x; _x setDir (_dir + 90); _x setVelocity [0, 0, -5]; sleep 0.5; // Delay between each unit exiting the aircraft. [_x, _chuteheight] spawn ParaLandSafe; } forEach _paras; if (!isNil ("_item")) then { _CargoDrop = _item createVehicle getPos _vehicle; _CargoDrop allowDamage false; _CargoDrop disableCollisionWith _vehicle; _CargoDrop setPos [(position _vehicle select 0) - (sin (getDir _vehicle) * 15), (position _vehicle select 1) - (cos (getDir _vehicle) * 15), (position _vehicle select 2)]; clearMagazineCargoGlobal _CargoDrop; clearWeaponCargoGlobal _CargoDrop; clearItemCargoGlobal _CargoDrop; clearBackpackCargoGlobal _CargoDrop; waitUntil {(position _item select 2) <= _chuteheight}; [objNull, _CargoDrop] call BIS_fnc_curatorObjectEdited; _CargoDrop addAction ["<t color='#00FF00'>Open Virtual Arsenal</t>", {["Open", true] call BIS_fnc_arsenal;}]; }; _vehicle allowDamage true; I call the script from a WP but I don't think I'm doing anything else that would affect operation. Thanks for the interest. 😉 Regards, Scott Share this post Link to post Share on other sites