pazuzu 21 Posted August 28, 2005 I'm making a mission where I want players to start already in the air Halo jumping. I'm using toadlife's real halo script. The script detects players ejecting and then gives option to deploy chute so I can't just setpos units high up in the sky to start them on their jump. No units will have option to deploy chute. So to get around that problem I put every unit in a parachute for just a split second and then eject them and delete chute. This works great when I play by myself. Me and all the AI are falling from the sky at start of mission and there is option to deploy chute(Just what I wanted). The problem is when I test with real people playing. The real players start on ground. I'm using movein and setpos commands in the init.sqs This is what I have: playsound "sound1"; p1 moveindriver c1; p2 moveindriver c2; p3 moveindriver c3; p4 moveindriver c4; p5 moveindriver c5; p6 moveindriver c6; p7 moveindriver c7; p8 moveindriver c8; c1 setpos [getpos c1 select 0,getpos c1 select 1, (getpos c1 select 2)+2700]; c2 setpos [getpos c2 select 0,getpos c2 select 1, (getpos c2 select 2)+2700]; c3 setpos [getpos c3 select 0,getpos c3 select 1, (getpos c3 select 2)+2700]; c4 setpos [getpos c4 select 0,getpos c4 select 1, (getpos c4 select 2)+2700]; c5 setpos [getpos c5 select 0,getpos c5 select 1, (getpos c5 select 2)+2700]; c6 setpos [getpos c6 select 0,getpos c6 select 1, (getpos c6 select 2)+2700]; c7 setpos [getpos c7 select 0,getpos c7 select 1, (getpos c7 select 2)+2700]; c8 setpos [getpos c8 select 0,getpos c8 select 1, (getpos c8 select 2)+2700]; [] exec "eject.sqs"; [] exec "halo.sqs" TitleCut ["","BLACK IN",15] (p1-p8 are players) (c1-c8 are the chutes) ([] exec "halo.sqs") is a seperate script to add titletext and delete chutes. Am I using the wrong commands or maybe just putting them in the wrong place? Thanks. Share this post Link to post Share on other sites
mattxr 9 Posted August 28, 2005 maybe try this but im not sure if it will work lol scriptings not really my area.. c1 setpos [(getpos this select 0),(getpos this select 1),2700]; c2 setpos [(getpos this select 0),(getpos this select 1),2700]; c3 setpos [(getpos this select 0),(getpos this select 1),2700]; c4 setpos [(getpos this select 0),(getpos this select 1),2700]; c5 setpos [(getpos this select 0),(getpos this select 1),2700]; c6 setpos [(getpos this select 0),(getpos this select 1),2700]; c7 setpos [(getpos this select 0),(getpos this select 1),2700]; c8 setpos [(getpos this select 0),(getpos this select 1),2700]; Share this post Link to post Share on other sites
thobson 38 Posted August 28, 2005 Matt: Â The extra brackets are not neessary. Â Getting rid of the select 2 does tidy it up a bit though. pazuzu: I suggest a couple of things: 1. Â Just to tidy up the second set of instructions. Â Replace them with : {_x setpos [getpos _x select 0,getpos _x select 1, 2700]} forEach [c1,c2,c3,c4,c5,c6,c7,c8] (Note that in a script you don't need to end each line with a ; ) 2. Â Try putting a small delay before the eject.sqs line. Â Try a big delay first to see if it solves the problem and then reduce the delay until you get the effect you want. Share this post Link to post Share on other sites
pazuzu 21 Posted August 28, 2005 Thansk for replying. I tried your cleaned up version of my setpos commands {_x setpos [getpos _x select 0,getpos _x select 1, 2700]} forEach [c1,c2,c3,c4,c5,c6,c7,c8] And that works perfect. Then I tried puting a 10 second delay before the eject.sqs and that didn't work. Real players still end up on the ground at start. I don't get it. I thought any command called in the init.sqs would be global... I'm going to try puting it in a trigger. Thanks again. Share this post Link to post Share on other sites
thobson 38 Posted August 29, 2005 Problem is I have only ever written scripts for single-player, I made a guess that your problems was to do with a delay in the various computers communicating with each other. Â Clearly that was not right. Â I suppose a trigger might work, it should run on all machines What you need is a multi-player scripter to pass this way. Share this post Link to post Share on other sites
Trapper 0 Posted August 29, 2005 Do the chutes start at groundlevel and then you setpos them to the right height? Maybe MP is just to slow, and the chutes are automaticly deleted on the ground before setpos effects them. - Try to place the chutes setpos before the moveincargo. Or create them already at height 2700, far away from the ground. Share this post Link to post Share on other sites
pazuzu 21 Posted August 29, 2005 Ya I moveindriver before setpos and your right that may be the problem. I'm going to try just the opposite. How would I create chute at 2700m? Thanks for the help. Share this post Link to post Share on other sites
Trapper 0 Posted August 29, 2005 c1 = "PlaceChuteTypeHere" createVehicle [0,0,2700] You have to find out which one of these "ParachuteEast" "ParachuteWest" "ParachuteC" <-civilian "ParachuteG" <-resistance is the one you need. [0,0,2700] is the x,y,z spawn position Share this post Link to post Share on other sites