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the_shadow

Script wanted!

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i could use a fast roping script, anyone know where to find one???

or a fast insertion script for my choppers, this meaning that the chopper just tuchdown and everyone jump off more or less simultaneous, it would be nice if the chopper flies at around 0.5 - 1m altitude when unloading the cargo...

i´m in quite big need of this for some missions i´m making...

fast insertion would be the best i guess, anyone know where to find one (looked through OFPEC but didn´t find one)

im useless at scripting myself, that´s why i´m asking...

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i don´t want to use whole his support pack, just a simple fast insertion script, dont need anything fansy really, but it would be best if its realistic biggrin_o.gif

EDIT: besides, i cant find his script atm...

EDIT2: NM, i found it...

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Quote[/b] ]i don´t want to use whole his support pack, just a simple fast insertion script, dont need anything fansy really, but it would be best if its realistic

Open up the pack, remove the script, then put the appropriate credit in your readme.

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hm, i´m either stupid or blind couse i cant find any fast insertion script... what i want is simply a script that makes the chopper desend to about 0.5-1m altitude AGL (above ground level) and make all units inside disembark quickly... and then fly of to the next WP....

EDIT: it would be nice if it works with several chopperas at a time, for example, 3 UH60s make a quick unload of their units and then fly of smile_o.gif

this without having to start the script for each chopper, just for the whole group of choppers....

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exec with something like

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Huey,mygroup] exec "script.sqs"

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle = _this select 0

_grp = _this select 1

@getpos _vehicle select 2 <=0.8

_aunits = units _grp

_i = 0

_j = count _aunits

#Here

unassignvehicle (_aunits select _i)

(_aunits select _i) action ["Eject",_vehicle]

_i=_i+1

~0.2

?_j>_i:goto "Here"

exit

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if i got that right it will make the shopper fly at an altitude of 0.8m?

and it will make the units eject with a 0,2 second timedelay between?

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to be sure that this workes, does the script make the chopper desend the next 150m immidiatly after the script is triggered or does it make the shopper to start descending 150m before it reaches it´s next wp?

if case 1 i have to time the execution of the script....

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add these lines right before the @

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_vehicle flyinheight 0.4

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hm, didn´t get the script to work....

well, i guess i can do without, the shopper unloads about 450m from the target anyway...

thanks anyway guys...

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Why didnt it work?

You have to put this in the groups init field thats in teh chopper

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mygroup = group this

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Why didnt it work?

You have to put this in the groups init field thats in teh chopper

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">mygroup = group this

that might be why it didn´t work ;)

however, i skip the script... for this time smile_o.gif

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if i got 4 groups in the chopper that should unload at the same spot.... how should i do then?

as i understand this script works fine with 1 group

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exec it with each group?

I know that cpt ryan made a script based off of the crew in the plane, lemme check + edit smile_o.gif

Edit: here, this might work. Lemme test.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_ju52 = _this select 0

_allparacrew = crew _ju52

? (count crew _ju52)<=2:exit

(group _ju52) setspeedmode "limited"

_array = []

"if (_x != driver _ju52 && _x != gunner _ju52) then {_array = _array + [_x]}" foreach _allparacrew

_allparacrew = _array

? count _allparacrew == 0 : goto "done"

_ju52 flyinheight 0.5

@getpos _ju52 select 2 <1

_c = 0

#eject

unassignvehicle (_allparacrew select _c)

(_allparacrew select _c) action ["EJECT",_ju52]

(_allparacrew select _c) setvelocity (velocity _ju52)

~0.6

_c = _c + 1

? _c != count _allparacrew : goto "eject"

#done

exit

exec via <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[heli] exec "script.sqs"

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ok, i have made some changes to the mission and decided to use the script originally posted here (Snypirs)

i even figured out how to make it work...

now i got another problem, when the chopper (a UH60) is at the landing zone, he either brakes hard and smashes the tail in the ground (the chopper is destroyed) or accelerates straight in to either the ground or the forrest...

i wonder if someone with scripting knowledge can take a look at the script and figure out why???

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have tested it over and over again....

the damn chopper keeps crashing every single time however i do...

it starts by slowing down and when it´s about 1m over the ground it accelerates and crashes right into the ground (if it hasn´t already crashed during the braking)

i think this is becouse it knows about the enemy, i guess i could have fixed this if i knew anything about scripting, but i dont so... can anyone please fix this? i just want the damn chopper to land and quickley drop of my men and THEN go to an orbit pattern provideing aerial covarage.... (ok, atlest make a quick dropoff and then get the hell outta there)

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try adding in the next waypoint ... heli1 flyinheight 100 then. that would stop it hitting the ground lol dont no about the men getting out..

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">heli1 setbehaviour "careless"

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yeah, ive figured out that part, now HOW the heck do i get the darn thing to shut the frakin lights off?

since it´s an night time insertion i dont want the chopper to fly with the lights on since it´s that close to the enemy... it´s bad enough that they´ll hear it...

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Hi,

I use snypir's script all the time. Never had any trouble with it.

There are 2 things to remember:

- The script should be called at a MOVE wp

- The driver (pilot) behaviour should be set to CARELESS

Otherwise the chopper's behaviour is unpredictable.

The version that I use is 1.6 and comes with another script called stop.sqs

Cheers

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well, thats the same as me, and it works, now i just have to get the chopper to turn the god damn lights off....

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