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thegunnysgt

Parachute Problems

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I have triggers that activate AI and Player forces to parachute from a Blackhawk and it work perfectly. But the problem is that when they parachute two extra empty parachutes are being shown as well. I have a total of 9 troops parachuting from the Blackhawk and that makes atleast 15-20 parachutes in the air, and the AI and Players are getting killed by hitting on of the empty chutes. The time between drops are 2 seconds and they still collide with each other.

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u need to make the script run serverside only

add a logic called server

in the script put ?(!(server)) : Exit

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Can you explain that? I don't fully understand it, I tried to create a logic and in the initialization put what you suggested, but it didn't let me create it saying that something was wrong with what I had in the initialization.

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You need to use a script for that ejecting on MP otherwise it wont work.

make a logic and name it server (nothing needed in init line)

in the troops init line put Group1 = group this

name the heli = chop1

Add a trigger where you want the troops to jump out (Group it to the chopper) and in the activation line put this : [Group1,chop1] exec "eject.sqs"

and use this script

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? (!(local server)) : exit

~0.1

_group = _this select 0

_chop = _this select 1

_delay = 1

;main part of script (edit at own risk)

_count = count units _group

_num = _count - 1

#eject

_time = 0

_unit = units _group select _num

unassignvehicle _unit

[_unit] ordergetin false

_unit action ["eject", vehicle _unit]

?_num == 0:goto "exit"

_num = _num - 1

&_delay

goto "eject"

#exit

_chop flyinheight 50

_chop domove [0,0,0]

@unitready _chop

deletevehicle _chop

exit

the last few line will make the chopper fly to a point and then its deleted if you dont want that to happen delete them but keep the exit at the end wink_o.gif

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