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Törni

Troops parachuting out of a plane or helo

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Which is the best way to make troops parachute out of a plane or a transport helo after a certain waypoint has been reached?

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m_search.gif

the old flashpoint mission editing thread. There are numerous examples and solutions.

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Sure. Tried for an half an hour to search the subject, but the computer won't finish the search. Simply too many messages to process

- CreateVehicle gives an empty parachute that appears on the ground surface despite of the height co-ordinate.

- SetPosition exits the guy out of the plane, but he won't open the parachute

- Normal waypoint commands won't make them exit because the aircraft is not on the ground

- Plus a normal trigger does not regognize a flying helo in the first place

I just need an X number of soldiers to exit a plane at two second intervals after the plane passes a certain waypoint. Plus I want to be able to define their equipment.

crazy_o.gif

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If you´d just browsed the OFP editing FAQ in the mission editing section, you had found it in 10 seconds:

OFP ME FAQ

Quote[/b] ]- Plus a normal trigger does not regognize a flying helo in the first place

Of course it does.

You can define their equipment either in the init line or via script.

Eaxct syntax and procedures also to be found in the old OFP ME FAQ.

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Thanks have to give it a go right away. And sorry any trouble caused. I have been editing ArmA only for a week now.

No prior OFP experience to rely on.

It's bit of quess and test still for me. All the time learning more.

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tbh it's the same for all. since years now, OFP (and now ArmA) editing/scripting is only a matter of try&test for me

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Ok it works, but I ran into two unexpected troubles.

For some reason the squad seems to want to board the helo at the next waypoint after jumping out even that the two are separate unts. I set the waypoints for the helo and set each man of the squad as passengers by entering a script to their init line. Even that the helo should be heading to it's next waypoint at full speed it lands and starts to collect soldiers back onboard.

The other thing is setting the flying height for the helo. If I use the setposition as shown in the FAQ section, the helo starts to decent between waypoints only to be teleported back to given height as the waypoint is reached.

This parachute thing is really a tough one...

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Tried just about everything Unassign, linking waypoints to the triggers, grouping...aaaargh!!! I just cannot get the helo and squad to move as two separate units after the squad jumps out. They just want to board their precious Blackhawk again.

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Hmmm...Why don't chopper find waypoint when I change flyinheight?

Chopper itself changes height but won't find the waypoint.

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I moved them all to the chopper with a script.

Like this: "soldier moveInCargo vehicle"

I guess the squad leader just want's to return to the cocpit so badly that he just can't let it go. Trying it again with different settings.

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is the helo linked to the squad[err grouped]?

if so, make a empty helo, name it helo1.

create a air-crew[pilot +2x gunners] and assign them to their spot like:

pilot1 moveInDriver helo1

gunner1 moveInGunner helo1

you can group the pilot/gunner with your squad if its absolutely needed but i recommend NOT doing it, it will only cause more problems.

in general its better to have empty vehicles and populate them manually so the AI wont treat like it 'owns' the vehicle, thats at least from my experience.

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With UnassignVehicle everything works fine for the squad, except that the crew lands the chopper nearby, gets out, gets back in again and then flies away. mad_o.gif

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With UnassignVehicle everything works fine for the squad, except that the crew lands the chopper nearby, gets out, gets back in again and then flies away. mad_o.gif

tell the crew to fly away to the sea..nobody leaves UH60 that can fly randomly in the battlefield wink_o.gif

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Indeed. The problem (and why I have wasted many hours) is that one of the squad members gets assigned as a pilot for some reason?huh.gif

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try this one, it works for me...just make sure your Ejecting Group and Chopper are in seperate groups...

exec it with ["NameofChopper", "NameofGroup"] exec "eject.sqs"

eject.sqs is...

<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

smile_o.gif

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Got it working most of the time now. But I had to Unassign each man one at the time. It also matters in which order the helo, crew and squad and waypoints are created.

I had to use forceSpeed after the jump for the helo. On many occasions it did not reach the next waypoint and was left hovering in the middle of nowhere. Now it lands nicely back to base while the squad takes hike along the countryside.

Sometimes Arma just defies all logic wink_o.gif

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If FlyInHeight is used and the chopper is flying above 100m it cannot reach the waypoint (which is at a height of zero, and thus it can never get close enough to the waypoint position). You need to either change it's FlyInHeight altitude or move the waypoint higher (with setWPPos command).

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