{USI}_Zombie 0 Posted January 23, 2007 I am trying to modify   toadlife's excellent real_halo.xsqs and I almost have it, but now I am stuck.  It works fine for the AI, but for the player it will never pull the chute, the action is displayed but will not deploy the chute, so that is where I need the assist...also I can't find the proper switchmove...here is the script: Quote[/b] ];#Script by toadlife - (toadlife@toadlife.net)_name = _this select 0 _height = _this select 1 _variance = _this select 2 _failrate = _this select 3 inhalo = [] _killem = false ?count _this < 4:goto "deploy" #checklocal @alive call compile format["%1",_name] _unit = call compile format["%1",_name] ?local _unit:goto "autohalo" ~(2 + (random 2)) goto "checklocal" #autohalo @alive call compile format["%1",_name] _unit = call compile format["%1",_name] ~1 @!alive _unit || "ParachuteBase" counttype [vehicle _unit] > 0 ?!alive _unit:goto "checklocal" ?(getpos vehicle _unit select 2 < 100):goto "autohalo" ?player in inhalo:goto "autohalo" _chute = vehicle _unit _unit action["eject",_chute] @!(vehicle _unit == _chute) _chute setpos [0,0,0] deletevehicle _chute ;;_unit switchmove "para" ?_unit == player:haloaction = player addaction[localize "STR_REALHALO","realhalo.xsqs"];goto "checklocal" _var = (random _variance) - (random _variance) _openheight = _height + _var @getpos _unit select 2 <= _openheight _rand1 = random _failrate _rand1 = _rand1 - (_rand1 mod 1) _rand2 = random _failrate _rand2 = _rand2 - (_rand2 mod 1) ?_rand1 == _rand2:_unit switchmove "";_unit sidechat "F***! My chute won't open!" ;goto "autohalo" _chute = "parachutewest" createvehicle getpos _unit _chute setpos getpos _unit _vel = velocity _unit _unit assignasdriver _chute _unit moveindriver _chute _chute setvelocity _vel @((getpos _unit select 2) <= 10) || !(alive _unit) ?velocity vehicle _unit select 2 <= -15:_killem=true @((getpos _unit select 2) <= 1) || !(alive _unit) ?_killem && alive _unit:_unit setdammage 1;deletevehicle _chute;_unit switchmove "combattodying" _killem=false goto "autohalo" #deploy inhalo = inhalo + [player] ~0.5 player removeaction haloaction _rand1 = random _failrate _rand1 = _rand1 - (_rand1 mod 1) _rand2 = random _failrate _rand2 = _rand2 - (_rand2 mod 1) ?_rand1 == _rand2:exit _chute = "parachutewest" createvehicle getpos player _chute setpos getpos player _vel = velocity player player assignasdriver _chute player moveindriver _chute _chute setvelocity _vel @((getpos player select 2) <= 10) || !(alive player) ?velocity vehicle player select 2 <= -15:_killem=true @((getpos player select 2) <= 1) || !(alive player) ?_killem && alive player:player setdammage 1;deletevehicle _chute;player switchmove "combattodying" _killem=false inhalo = inhalo - [player] exit Share this post Link to post Share on other sites
{USI}_Zombie 0 Posted January 31, 2007 Ok then, I fixed it myself. Â The script needed some work and I had to do some modifications. Â Here is an example mission showing the scripts. Â I give credit to toadlife for the concept real_halo.pbo It's not really a mission per se, but you can see how the scripts work Share this post Link to post Share on other sites
snkman 351 Posted January 31, 2007 Hi {USI}_Zombie, sorry i have no clue about scripting... But it's a really very funny script. Thank you for the Convertion! Share this post Link to post Share on other sites
Comes 0 Posted February 1, 2007 Thx for sharing your work Share this post Link to post Share on other sites
{USI}_Zombie 0 Posted February 1, 2007 My pleasure. Â Some of my squadmates have found the height sidechat annoying, but other than that it has recieved good reviews. Â I just wish toadlife could see and and streamline the thing all back in to 1 script instead of the 2 that I was forced to revert to. Â Share this post Link to post Share on other sites