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granQ

Be 32K

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OK setup 4 triggers in a line along the flight path in the first have

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

//Trigger 1

//Start the system (Trigger 1 might not be needed)

Acc:   nil = [plane,3] execVM "\Rc_be32k\scripts\system.sqf";

/Trigger 2

//Turn RedLight on

Acc:   plane animate [ "RC_lights", 0.1 ];

/Trigger 3

//Turn GreenLight on

Acc:   plane animate [ "RC_lights",  0.2 ];

//Trigger 4

//Start the eject system

Acc:   nil = [plane,0] execVM "\Rc_be32k\scripts\system.sqf";

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Many many thanks notworthy.gif

Actually, I thought it would be more complicated than just activate animations.

But that's really great ! yay.gif

Actually, I use another ejection script. Sort of homemade HALO from LeCulTO (armaFR.net) that also works with AI.

To use them, put this in the trigger where you want to eject:

my_vehicule addEventHandler ["GetOut",{[_this select 2] exec "eject.sqs"}]

And you need to put the following 2 scripts in your mission folder :

eject.sqs :

_para = _this select 0

~0.5

?((getpos _para select 2) < 5): exit

_parachute = vehicle _para

_para action["Eject",_parachute]

deleteVehicle _parachute

?!(isPlayer _para): goto "loopIA"

#debut

~0.5

?(((getpos _para select 2) < 5) or (vehicle _para != _para)): goto "debut"

_para switchmove "AdthPswmMrunsnonWnonDf"

_para addAction ["Deploy parachute","para.sqs"]

exit

#loopIA

~0.1

?((getpos _para select 2) > 100): goto "loopIA"

_parachute="ParachuteWest" createvehicle (position _para)

_parachute setpos [getpos _para select 0, getpos _para select 1, getpos _para select 2]

_para moveindriver _parachute

exit

para.sqs

_para = _this select 0

_id = _this select 2

_parachute="ParachuteWest" createvehicle (position _para)

_parachute setpos [getpos _para select 0, getpos _para select 1, getpos _para select 2]

_para moveindriver _parachute

_para removeaction _id

exit

When you choose to eject, it activate an animation and by pressing "Deploy Parachute", it opens the parachute when you want. (not really physics, but it works and seems simplier to use than AAHALO script).

For AI, just order them to eject : they will jump, fall, and deploy parachute 100 meters from the ground. It fully works in multiplayer games.

Thanks to all. smile_o.gif

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Soon i will publish the armatec_halo.pbo this has manday halo combined with the steerable chute

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Soon i will publish the armatec_halo.pbo this has manday halo combined with the steerable chute

I really like this !

if you have the knowlege please make and halo detection by the altitude, so u can open yourself the parachute.

for example above 200 meter, you enter the halo script and u can push ESC to open chute near 100m...

Of course higher altitude are more "safe" but these features are really great to put int the eject event handler..

tell me were to see news about this so we can talk about your works without going off topic smile_o.gif

welcome.gif

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I have updated the HALO-like scripts from my post above : now, they work with AI too.

enjoy.

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I have updated the HALO-like scripts from my post above : now, they work with AI too.

enjoy.

Any chance of making some example missions for these scripts and posting them here?

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look for my mission called : Impossible Rescue 1.3.2 on armaholic.com or in this forum wink_o.gif

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look for my mission called : Impossible Rescue 1.3.1 on armaholic.com or in this forum wink_o.gif

Is that the Halo script or the others?

I'll DL it anyway and try it out smile_o.gif

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look for my mission called : Impossible Rescue 1.3.2 on armaholic.com or in this forum wink_o.gif

Is that the Halo script or the others?

I'll DL it anyway and try it out smile_o.gif

Not quite sure to understand your question :

- my mission uses the two scripts I have detailed above, during the mission. I won't tell you when or why wink_o.gif

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its great fun to see the intreset for this addon.

zguba sent me a version with extended eventhandlers support stuff.

Will include this when I release a new version, any other requests?

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maybe a comment about the lights of the plane, located on both wings.

When you look at the plane, at night, from the front, lights on, it is strange that you're not dazzled, like you can be with humwees lights.

Not sure if you can do sthing about this, but I thought worth to be mentioned.

Bye.

Nikoo

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stringtable.csv - could it be Be-32K instead of Be 32K? It'll be more in line to other Russian planes in game smile_o.gif

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Sorry if this was posted earlier (20 + pages in this thread), however when trying to run the sample para mission the game crashes due to an out of memory issue.

For some reason the plane in the mission editor shows as the BE when you mouse over the plane icon, but if you double-click on it the "plane" is actually a Ka-50 helicopter unit.

Change it to the Be and the mission plays fine.

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If you use the scripts we discussed before in the previous pages, you shouldn't have any problem.

I don't have any. smile_o.gif

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If you use the scripts we discussed before in the previous pages, you shouldn't have any problem.

I don't have any.  smile_o.gif

Doesn't change the fact that there is a bug in the sample mission for para which is the only thing I am referring to.

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Can be a nice idea to re-add the Be32 Civilian... It can has the texture of Sahrani Air Lines or something similar...

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