kocrachon 2 Posted December 27, 2007 So I am running the Ofpec Fastrope Script and for some reason it works fine for me and my AI but if I use it online, all of the other players just fall out and die. Heres the script if anyone can help me out. Quote[/b] ];OFPEC Disembark by rope script;OFPEC_rope.sqs ;Dec 2006 bedges, mandoble, Hoz ; ;Purpose: ;Disembark a group by rope from a chopper. ; ;Params: ;group to disembark ;helicopter ;Disembark altitude ;Unit descend speed in m/s (use negative numbers) ;size of each rope unit in meters (should be smaller than 0.5m) ;script to be executed after all units have been disembarked, "" if not needed. This script receives grup and chopper as arguments. ;Arma true/false ; ;Examples: ;[group lider1, heli, 30, -7, 0.2, "heliRTB.sqs", false] exec "OFPEC_rope.sqs" ; ;[grp1, heli2, 40, -5, 0.2, "", false] exec "OFPEC_rope.sqs" ;get passed params _EjectGroup = _This Select 0 _Heli = _This Select 1 _disembarkalt = _This select 2 _vdown = _This select 3 _ropesize = _This select 4 _script = _This select 5 ;determine the correct particle depending on game _arma = _This select 6 ?_arma:_particle = "\ca\data\cl_basic";_sizeextra=1.2 ?!_arma:_particle = "cl_basic";_sizeextra=1.0 ;lock the waypoints _EjectGroup lockWP true group driver _Heli lockWP true ;get the chopper into position _altorig = getPos _Heli select 2 _Heli flyInHeight _disembarkalt driver _Heli Move getPos _Heli ~1 ;Wait until helicopter is really slow @unitReady driver _Heli @speed _Heli < 2 ;get group count and set counter _GroupUnits = Units _EjectGroup _Everyone = Count _GroupUnits _Count = 0 ;We'll keep heli staying still so the rope does not get missplaced _posheli = getPos _Heli _dirheli = getDir _Heli ;The rope will be created with first unit in the air position _firstunit = true ;begin ejecting #Next _ThisUnit = _GroupUnits Select _Count UnassignVehicle _ThisUnit _ThisUnit action ["getout", _heli] ;Wait for the unit in the air @(getPos _ThisUnit select 2) > 0 ?!_firstunit:_ThisUnit setPos [_xini, _yini, getPos _ThisUnit select 2] ;If first one, draw the rope ?_firstunit:goto "rope" #continue ;animate the unit _ThisUnit switchMove "LadderDownLoop" ;determine a random direction to face _ang = random 360 ;begin downward setpos loop #MoveDown ;The rope doesn't like moving choppers - keep it stationary _Heli setDir _dirheli _Heli setPos _posheli _thisUnit setDir (_dirheli + 180) _thisUnit setVelocity[0,0,_vdown] ~0.001 ;if the loon is near to the ground, do the landing sequence ? getPos _thisUnit select 2 < 0.5:goto "landed" ;if the loon is dead, make sure it shows ? !alive _ThisUnit: _ThisUnit switchMove "LadderDownEnd";goto "Check" ;if not, keep moving down Goto "MoveDown" ;increase the counter: if all units are out, end the script #Check _Count = _Count + 1 ? (_Count < _Everyone) : goto "Next" _EjectGroup lockWP false ;Two extra seconds for rope retrieval _segs = 0 #keephelihere _Heli setDir _dirheli _Heli setPos _posheli _segs = _segs + 0.01 ~0.01 ?_Segs < 3:goto "keephelihere" ;let the chopper continue on its way _Heli flyInHeight _altorig group driver _Heli lockWP false ;if another script has been passed as a parameter, run it #ending ?_script != "": [_Heli, _EjectGroup] exec _script Exit ;unit has landed: move it to a safe distance, facing out #landed ;make a poof of dust as the loon lands @(getPos _thisUnit select 2) < 0.1 drop [_particle,"","Billboard",100,1,getPos _thisUnit,[0,0,0],10,25.5,20,0.14,[0.4,1.0],[[0.8,0.6,0.3,1],[0.8,0.6,0.4,1],[0.9,0.7,0.4, 1],[0.8,0.7,0,0]],[0,1,0,1],0,0,"","",""] _ThisUnit switchMove "" _ThisUnit doMove [(getPos _thisUnit select 0) + (20 * sin(_ang)), (getPos _thisUnit select 1) + (20 * cos(_ang)), 0] Goto "Check" ;The rope is drawn in the space #rope ~0.5 _xini = getPos _ThisUnit select 0 _yini = getPos _ThisUnit select 1 _posr = [getPos _ThisUnit select 0,getPos _ThisUnit select 1, (getPos _Heli select 2) + 1] _steps = ((_posr select 2)-1) / (_ropesize / 2.0) _segs = abs((getPos _Heli select 2)/_vdown)*_Everyone + 3.0 + 3.0 _delta = 3.0/_steps _i = 0 #ropeunit drop[_particle,"","Billboard",100,_segs,_posr,[0,0,0],0,25.50,20,0,[_r opesize*_sizeextra],[[0.4,0.25,0,1]],[1],0,0,"","",""] _segs = _segs - _delta _posr = [_posr select 0,_posr select 1,(_posr select 2)-(_ropesize / 2.0)] _i = _i + 1 ?_i < _steps: goto "ropeunit" _firstunit = false goto "continue" Share this post Link to post Share on other sites
W0lle 1050 Posted December 27, 2007 Does the script or readme anywhere says that it is MP compatible? Share this post Link to post Share on other sites
kocrachon 2 Posted December 27, 2007 does not say one way or another. Just wondering if maybe anyone can see what can be changed in the script to make it MP Share this post Link to post Share on other sites
benreeper 0 Posted December 27, 2007 Everything. --Ben Share this post Link to post Share on other sites
kocrachon 2 Posted December 28, 2007 hmm well that was helpful. Is there anyone with some HELPFUL insight? Or perhaps able to point me to an easy script for Fastroping. I want one that doesn't require an add-on. Share this post Link to post Share on other sites
bluevein 0 Posted January 12, 2008 I would say try here ofpec.com I recon the person who made it could help you Share this post Link to post Share on other sites