Nicolas Eymerich 0 Posted March 6, 2007 Yesterday I've managed to make this simple script: _Heli = _This select 0 _group = _This select 1 ;ferma l'elicottero _heli forcespeed 0 @ ( (speed _heli) < 1) _units = ( units _group ) _i = (count _units) - 1 _Heli Flyinheight 1 @ ((getpos _heli) select 2 ) < 2 #Lp ~.5 If (_i != 0) Then {unassignVehicle (_units select _i); (_units select _i) action ["EJECT",_Heli]; _i = _i - 1; goto "Lp"} else {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} exit This script make disembark a group from a chopper. It is called by the foollowing sintax: [Name chopper, group] exec "stopheli.sqs" name chopper = name of the chopper Group = group in the chopper Note. Group is a team group (in the int field of the leader --> A = group this; {_x moveincargo namechopper} foreach units A). It is indipendent from the chopper itself (in other words, they're 2 differents group). Now, the strange thing After the chopper disembark the team, it flies away {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} <-- Last line of the script Strangely, the group will follow the chopper considering it as it's own leader. I've tried to put my player inside the group, and the pilot of the chopper is considered as the leader of the team. Is this an Arma Bug or a Fault in my script? Share this post Link to post Share on other sites
Ruckus 0 Posted March 7, 2007 If I'm understandign you correctly, Â you may have to unassign the units from the chopper. Â They think they are supposed to be following their leader. Share this post Link to post Share on other sites
Balschoiw 0 Posted March 7, 2007 Yes , once you have them board the helo they join the helo group, therefore you have to unassign them from the group again when they disembark. This could have been easily fiound when using the search function of the forum and make use of the old Flashpoint mission editing topic. I´m somewhat confused that more and more people label something easily as a bug when they haven´t looked up the issue first. Share this post Link to post Share on other sites
Nicolas Eymerich 0 Posted March 7, 2007 Yes , once you have them board the helo they join the helo group, therefore you have to unassign them from the group again when they disembark. This could have been easily fiound when using the search function of the forum and make use of the old Flashpoint mission editing topic. No. It was my fault. This is where I've mistaken: Lp ~.5 If (_i != 0) Then {unassignVehicle (_units select _i); (_units select _i) action ["EJECT",_Heli]; _i = _i - 1; goto "Lp"} else {_heli forcespeed 40; _heli flyinheight 50; _heli domove [((position player) select 0) + 500, ((position player) select 1) + 500]; exit} Try to guess... What happen when _i == 0 ? The script exit but... _i = 0 is, in fact, the leader of the team In other words, the leader weren't disembarked. I've just solved yesterday evening. @ Balschoiw Quote[/b] ]I´m somewhat confused that more and more people label something easily as a bug when they haven´t looked up the issue first. Some time it happens to be mistaken... It's happened even to Bis. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted March 7, 2007 I think this could work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _allunits = crew _Heli; _cargounits = _allunits - [driver _Heli,gunner _Heli]; {(_x) action["EJECT",_Heli]; unassignvehicle _x} foreach _cargounits; Not tested though. If foreach doesn't work on multiple commands, use "action" and "unassignvehicle" in 2 foreach lines. Share this post Link to post Share on other sites
Nicolas Eymerich 0 Posted March 7, 2007 )rStrangelove @ Mar. 07 2007,16:39)]I think this could work:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _allunits = crew _Heli; _cargounits = _allunits - [driver _Heli,gunner _Heli]; {(_x) action["EJECT",_Heli]; unassignvehicle _x} foreach _cargounits; Not tested though. If foreach doesn't work on multiple commands, use "action" and "unassignvehicle" in 2 foreach lines. Â Thank you I've managed to solve the problem in a different way. Your suggestion is good but creates a strange effect: all unit are removed immediatly from the chopper. It is a bit unrealistic, in my opinio. Thanks however. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted March 7, 2007 Well, in BlackHawkDown those Deltas seem to hop from their choppers pretty fast, too Share this post Link to post Share on other sites
cwa_Hardy 0 Posted March 7, 2007 i'm no good at scripting but made a eject.sqs using other peoples work, inc part of your script , i wanted a script for para drops that would work for any group that executes it instead of 1 seperate script for each named group... it works though it could maybe be better... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Heli = _This select 0 _group = _This select 1 _aunits = (units _group) _heli setspeedmode "limited" ~2 _heli flyinheight 130 ~1 @ ((getpos _heli) select 2 ) > 100 _i = 0 _j = count _aunits #Here (_aunits select _i) action ["EJECT",_heli] unassignvehicle (_aunits select _i) _i=_i+1 ~0.5 ?_j>_i:goto "Here" _heli forcespeed 80 ~2 _heli setspeedmode "normal" #exit exit again this isn't my work i just took a couple of bits from other people scripts and put it together to suit my mission Share this post Link to post Share on other sites