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cocacola

Ai units wont jump for large parainsertion

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Im trying for a largescale para-insertion, im getting the heli levels right but AI units not in my squad just sit in the bloody choppers and wont leave vehicle, disembark unassign or anything else, checked out almost every site out there and I cant find the particular command I need, could someone please gimme an idea of how to go about making my AI squads leave choppers in flight at given locations sad.gif

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You will need the command :

unitname action ["EJECT",chopper1]

chopper1 being the heli you want them to jump out of.

You can activate this by putting it in a trigger's onactivation feild and have it activate when the unit enters the trigger.

RED

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paste this script below into a file called "eject.sqs" and place it where you saved your mission.

Then you place this on the activation thinggy on the waypoint

[TheGroupName(ex. INF1), TheChopperName(ex .Chop1), 1,"ALL"] exec "eject.sqs"

ex. [iNF1,Chop1,1,"ALL"] exec "eject.sqs"

I'm sorry for not giving the credits to the guy who made this script but i've lost the original zip wich came with it. This script is 5 stars, so 5 five stars to you know who you are.

<<==beginning of script ==>>

_Egrp = _this select 0

_Object = _this select 1

_freq = _this select 2

_Who = _this select 3

_GrpVektor = Units _Egrp

_numEl = count _GrpVektor

_i = 0

? (_Who == "PLAYER") : Player action["EJECT",_Object]; UnassignVehicle Player; exit

#Update

? (_Who == "AI") && ((_GrpVektor select _i) == Player) : _i = _i + 1

? (_i == _numEl) : exit

(_GrpVektor select _i) action["EJECT",_Object]; UnassignVehicle (_GrpVektor select _i)

_i = _i + 1

~_freq

? (_i < _numEl) : goto "Update"

exit

<<==end of script==>>

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I dunno how many guys total or how many choppers your using but... In the CodeSnippets section one of the ParaDrop exsample missions use 3 squads of paratroopers jumping from one chinnok.... perhaps you could just merge this mission into your and edit as perscribed?

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Tutorial jump script:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

_aunits = units L1

_i = 0

_Max = count _aunits

#Here

(_aunits select _i) action ["EJECT",helo]

unassignvehicle (_aunits select _i)

_i=_i+1

~1.0

?_Max>_i:goto "Here"

exit

<span id='postcolor'>

~1.0 is the interval between the jumps

don't set it TOO low, else they'll all crah smile.gif

BillGatezSux: That's a shit load of lines for a simple task.. smile.gif

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i just created 9 triggers (for 9 soldiers) and set the delay for each unit. In the on activation field i wrote:

unitname action ["EJECT",heliname]; OrderGetOut true

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