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scottb613

SCO SP Scripted Helicopter Crash Script

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Hi Folks,

 

Based on a script from "Necropaulo":

Scripted helicrash and MP

 

VIDEO DEMONSTRATION:

 

 

 

 

Converted to SP and added some fire particle effects - some minor code massage. The original script had the player onboard - this one does not.

 

Simply name your helicopter with a global variable "slick1" or change the script variable to whatever name you choose - fly it through a trigger - it will crash. 

 

  • // FILE NAME: SCOheliCrash.sqf
  • // AUTHOR: scottb613

 

  • // OVERVIEW: Creates a scripted helicopter crash - that doesn't explode until on the ground.

 

  • // REQUIRES: Scripts\SCOheliCrash.sqf
  • // REQUIRES: Helicopter - Variable Name - match what is set at beginning of this script.

 

  • // NOTE: Only tested in single player.

 

  • // Given: Helicopter will be disabled once triggered - but will continue with crash landing.
  • // Given: Smoke and Fire Particle Effects added to damaged aircraft.
  • // Given: Helicopter will explode after crash landing - making it plausible a survivor may have gotten out.
  • // Given: Helicopter smoke particle effect will dissapate after 60 seconds - post crash landing.

 

  • // SUGGESTED: Radio Trigger to call script:    [] execVM "Scripts\SCOheliCrash.sqf";

 

 

 

Full Script:

Spoiler

///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

// FILE NAME: SCOheliCrash.sqf
// AUTHOR: scottb613

// OVERVIEW: Creates a scripted helicopter crash - that doesn't explode until on the ground.

// REQUIRES: Scripts\SCOheliCrash.sqf
// REQUIRES: Helicopter - Variable Name - match what is set at beginning of this script.

// NOTE: Only tested in single player.

// Given: Helicopter will be disabled once triggered - but will continue with crash landing.
// Given: Smoke and Fire Particle Effects added to damaged aircraft.
// Given: Helicopter will explode after crash landing - making it plausible a survivor may have gotten out.
// Given: Helicopter smoke particle effect will dissapate after 60 seconds - post crash landing.

// SUGGESTED: Radio Trigger to call script:    [] execVM "Scripts\SCOheliCrash.sqf";     

///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Set to variable name assigned to helicopter
private _heli = slick1;

///////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Sound Explosion
playSound3D ["a3\sounds_f\weapons\explosion\explosion_satchel1.wss", player, true, (_heli getPos [15, getDir _heli]) vectorAdd [0, 0, 5], 5, 1, 0];

// Helicopter Setup
_heli setDamage .98;
_heli setHitPointDamage ["HitHRotor",1];
_heli setHitPointDamage ["HitVRotor",.95];
_heli setHitPointDamage ["HitEngine",.99];
_heli allowDamage false;

// Particle Effect Fire
private _ps1 = "#particlesource" createVehicleLocal (position _heli);
_ps1 attachto [_heli, [0,0,0]];
_ps1 setParticleParams [
	["\A3\Data_F\ParticleEffects\Universal\Universal", 16, 12, 0, 8], "", "Billboard",
	1, 3, [0, 0, 0], [0, 0, 2], 0, 1, 1, 0.5, [1, 3],
	[[1,0.5,0,1], [1,0.2,0,0.5], [0.5,0.1,0,0]],
	[0.5, 1], 1, 1, "", "", _ps1];
_ps1 setParticleRandom [0.4, [1, 1, 1], [0.5, 0.5, 0.5], 0.4, 0.4, [0, 0, 0, 0], 0, 0];
_ps1 setDropInterval 0.03;

// Particle Effect Smoke
private _ps2 = "test_EmptyObjectForSmoke" createVehicle (position _heli);
_ps2 attachto [_heli, [0,0,0]];

// End Fire
sleep 3;
deleteVehicle _ps1;

// Destroy Helicopter
waituntil {isTouchingGround _heli};
sleep 1;
_heli allowDamage true;
sleep 1;
_heli setDamage 1;

// End Smoke
sleep 60;
deleteVehicle _ps2;

 

 

 

Regards,

Scott

 

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Hi Folks,

 

Just added my video demonstration for the script to the init post.

 

Regards,
Scott

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7 hours ago, JCataclisma said:

Nice, really nice!!!

 

 

Hi...

 

Gracias Amigo - - - just stuff I like to see myself. I haven't noticed many using the cinematic cameras for mission intro's - I'd like to see more of that as they can really add to immersion.

☺️

 

Regards,
Scott

 

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