shuko 59 Posted November 28, 2010 { if (_x in lb1) then { unassignvehicle _x; dogetout _x; }; } foreach playableunits; Share this post Link to post Share on other sites
demonized 20 Posted November 29, 2010 { if (_x in lb1) then { unassignvehicle _x; dogetout _x; }; } foreach playableunits; thank you Share this post Link to post Share on other sites
mcvittees 0 Posted December 5, 2010 I have a basic script that spawns a group via BIS_func_spawngroup, puts them in the cargo of some waiting trucks and then gives them a waypoint at the another location. I want to eject the group when the truck takes damage or arrives at its destination (so they can run off to their own waypoint). My question though is: how can I eject the the group if it doesn't have a name? Share this post Link to post Share on other sites
shuko 59 Posted December 5, 2010 Give it a name or pass the created group to the ejection code ---------- Post added at 08:37 PM ---------- Previous post was at 08:10 PM ---------- If passing the original variable is too hard, just do: _g = [pos, EAST, 5] call BIS_fnc_spawnGroup; myGroup = _g; Share this post Link to post Share on other sites
RippedHalo 10 Posted October 23, 2011 I'm trying to get a C-130 to eject some passengers. My C-130 is named C1 My group leader's Initialization line is: This MoveInCargo C1; grpAlpha = group this; My "Get Out" waypoint's "On Act" line is as follows: _xhandle = [grpAlpha,C1] execvm "Eject.sqf" Here is what I have in the .sqf: _group = _this select 0; _vehicle = _this select 1; if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith { hintSilent "Invalid Parameters parsed"; }; sleep 1; { unassignvehicle _x; _x action ["EJECT", _vehicle]; sleep 0.5; } foreach units _group; I'm pretty sure the problem is that my .sqf isn't set properly. I've tried to replace the various _group's and OBJECT's but nothing is working. What specifically do I have to put in the .sqf to make it work? Are there any other problems/things I'm overlooking? Thanks. Share this post Link to post Share on other sites
demonized 20 Posted October 23, 2011 *snip* look at the link parareinforce in my signature, at top there is a very simple working eject script like yours that is working. Share this post Link to post Share on other sites
twirly 11 Posted October 23, 2011 Offhand I'd say you need to use a Global variable in the waypoints OnAct.... not a Local variable. [b]nul[/b] = [grpAlpha,C1] execvm "Eject.sqf"; Share this post Link to post Share on other sites
Ulfgaar 30 Posted April 4, 2015 Alternatives for force ejecting AI/Players out of Planes/Helicopters (for what i've used this). {_x action ["Eject",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>; // Placed in a trigger, this will eject AI/Players at said location as long as they have a parachute on. Will not work without parachute (with regular AI flying hights without modifications). {_x action ["GetOut",<VEHICLE>]} foreach units <GROUP>; unassignVehicle <GROUP>; // Same as the one above, except this will throw AI/Players out at said location, no matter if they have parachutes on or not. Do note that this will eject everyone at more or less the same time. I have a mission where i have both paratroopers dropped from a C130J, and a diver team that will be dropped off by a chopper hovering over the water. For the paratroopers i use an Eject.sqf script similar to the one mentioned by the OP. I do however use what i've written here, the "GetOut" version, for ejecting AI/Players from the chopper and into the sea at a spesified location. The divers are dropped from 5m, by using an invisible Helipad set to 5m, and with a "Transport Unload" waypoint on it from the chopper transporting the divers. Share this post Link to post Share on other sites
sgtelis 11 Posted April 27, 2015 Ok, Im not getting anywere right now. I have some trouble "teleporting" my group from one heli to another, I want to do this to skip 10-15 boring fly time. My problem is that I can't for the love of god make the units teleport to the other heli via script, nothing I've found works so far, atleast not in the way I want it. Have group of 4: Leader code: grpAlpha = group this; The playable units have names "p1" to "p4". The helis names are "InsertionHeli" and "InsertionHeli_1". InsertionHeli is the one that you are getting in while InsertionHeli_1 is the one you are suppose to be teleported to. InsertionHeli code: InsertionHeli addAction ["Start Mission", "handle = execVM 'insertion.sqf'"] insertion.sqf code: [] spawn { {_x moveincargo InsertionHeli_1} foreach units grpAlpha; vehicle player vehicleChat "We are approaching the drop zone, open the ramp and stand by."; sleep 10; vehicle player vehicleChat "We are over the area! GO GO GO!"; }; I'm getting the chat messages but the units are never teleported, or rather moved. What am I doing wrong? Share this post Link to post Share on other sites