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manzilla

Para Drop + Supply drop

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I'm building a mission where the player and teammates HALO jump just north of enemy territory. I'm doing it in an AI flown C130J with the team jumping out at the first WP(basic jump actived in the OnAct line.)

That's not a problem. What I need to do is also have 2 crates and maybe a vehicle drop out at the same time.

What's a simple script I could use? I've checked all over the forum but I couldn't find this exact method explained. I want it out of the same plane.

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you could cannibalise this

//ammo crate
	_pos = (position _base);
	_obj_para = "ParachuteWest" createVehicle [0,0,0];
	_obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100];		
	_tbox = "USOrdnanceBox" createVehicle _pos;
	_tbox attachTo [_obj_para, [0,0,-1.6]];
	sleep 1.0;
	WaitUntil{(getpos _tbox select 2) < 0.01};
	detach _tbox;

	deletevehicle _tbox;
	_pos = position _tbox;
	_tbox = "USOrdnanceBox" createVehicle _pos;
	_tbox setpos getpos _tbox;
	[_tbox] execVM "data\scripts\dropdel.sqf";// this is just a simple ammo marker
	_tbox setVehicleInit "[this] call BIS_EVO_DropBox"; // this is your routine that sets up the ammo/weapons you want
	processInitCommands;	

//motorbike etc
	_pos = (position _base);
	_obj_para = "ParachuteWest" createVehicle [0,0,0];
	_obj_para setpos [_pos select 0,_pos select 1,(_pos select 2) +100];		
	_tbox = "M1030" createVehicle _pos;
	_tbox attachTo [_obj_para, [0,0,-1.6]];
	sleep 1.0;
	WaitUntil{(getpos _tbox select 2) < 0.01};
	detach _tbox;

	_tbox setpos getpos _tbox;
	_tbox setDir direction player;
	_tbox engineon false;
	_tbox setDammage 0;
	processInitCommands;	

//additional scripts here

BIS_EVO_DropBox =
{
_vec = _this select 0;
clearWeaponCargo _vec;
clearMagazineCargo _vec;
_vec AddWeaponCargo ["M9SD", 5];
_vec addWeaponCargo ["huntingrifle",1];
_vec AddWeaponCargo ["M1014", 1];
_vec AddWeaponCargo ["MP5SD", 1];
_vec AddWeaponCargo ["M16A2", 3];
_vec AddWeaponCargo ["m8_compact", 1];
_vec AddWeaponCargo ["MK_48", 1];
_vec addWeaponCargo ["RPG18",2];
_vec addWeaponCargo ["RPG7V",1];
_vec addWeaponCargo ["Igla",1];

_vec addWeaponCargo ["Laserdesignator",1];
_vec addMagazineCargo ["Laserbatteries",1];
_vec addWeaponCargo ["Binocular",1];
_vec addWeaponCargo ["NVGoggles",1];
_vec addMagazineCargo ["pipebomb",9];
_vec addMagazineCargo ["mine",20];
_vec addMagazineCargo ["HandGrenade_West",20];
_vec addMagazineCargo ["M136",9];
_vec addMagazineCargo ["Stinger",9];
_vec addMagazineCargo ["SMAW_HEAA",9];
_vec addMagazineCargo ["SMAW_HEDP",9];
_vec addMagazineCargo ["JAVELIN",9];
_vec addMagazineCargo ["PG7V",9];
_vec addMagazineCargo ["PG7VR",9];
_vec addMagazineCargo ["PG7VL",9];
_vec addMagazineCargo ["RPG18",20];
_vec addMagazineCargo ["Igla",9];
_vec addmagazinecargo ["8Rnd_B_Beneli_74Slug",20];
_vec addmagazinecargo ["7rnd_45ACP_1911", 20];
_vec addmagazinecargo ["15rnd_9x19_m9sd", 20];
_vec addmagazinecargo ["15rnd_9x19_m9", 20];
_vec addmagazinecargo ["30Rnd_9x19_MP5SD", 20];
_vec addmagazinecargo ["30Rnd_9x19_MP5", 20];
_vec addmagazinecargo ["30Rnd_556x45_StanagSD", 20];
_vec addmagazinecargo ["30rnd_556x45_Stanag", 20];
_vec addmagazinecargo ["30Rnd_556x45_G36",20];
_vec addmagazinecargo ["30Rnd_556x45_G36SD",20];
_vec addmagazinecargo ["200Rnd_556x45_M249", 20];
_vec addmagazinecargo ["100Rnd_762x51_M240", 20];
_vec addmagazinecargo ["5Rnd_762x51_M24", 20];
_vec addmagazinecargo ["10Rnd_127x99_m107", 20];
_vec addmagazinecargo ["20Rnd_762x51_DMR", 40];


//old GL ammo
_vec addMagazineCargo ["1rnd_HE_M203",40];
_vec addMagazineCargo ["FlareWhite_M203",40];
_vec addMagazineCargo ["FlareRed_M203",40];
_vec addMagazineCargo ["FlareGreen_M203",40];
_vec addMagazineCargo ["FlareYellow_M203",40];
_vec addMagazineCargo ["SmokeShell",40];
_vec addMagazineCargo ["SmokeShellRed",40];
_vec addMagazineCargo ["SmokeShellGreen",40];
//new GL AMMO
_vec addMagazineCargo ["5Rnd_HE_M203",20];
_vec addMagazineCargo ["5Rnd_HEDP_M203",20];
_vec addMagazineCargo ["5Rnd_FlareWhite_M203",20];
_vec addMagazineCargo ["5Rnd_FlareGreen_M203",20];
_vec addMagazineCargo ["5Rnd_FlareRed_M203",20];
_vec addMagazineCargo ["5Rnd_FlareYellow_M203",20];
_vec addMagazineCargo ["5Rnd_Smoke_M203",20];
_vec addMagazineCargo ["5Rnd_SmokeRed_M203",20];
_vec addMagazineCargo ["5Rnd_SmokeGreen_M203",20];
_vec addMagazineCargo ["5Rnd_SmokeYellow_M203",20];
//guerilla weapons
_vec addMagazineCargo ["5x_22_LR_17_HMR",40];
_vec addMagazineCargo ["100Rnd_556x45_BetaCMag",40];

};

dropdel.sqf
// Deletes a support ammo box after a while. 
_unit = _this select 0;

_mrk = format["amo%1",time];

_bmark2 = createMarker [_mrk, position _unit];
_bmark2 setMarkerShape "ICON";
_bmark2 setMarkerType "mil_box";
_bmark2 setMarkerColor "ColorBlue";
_bmark2 setMarkerText localize "STR_M04t43";
_bmark2 setMarkerSize [0.5, 0.5];

sleep 1800.0; //30 min
deletevehicle _unit;
deletemarker _mrk;

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Thanks bud. I think I can probably figure it out. If not it's sure the way to learn how. ;)

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yeah i scripted this lot into evolution so tearing it out can be a problem, but if you follow the logic 90 percent of what you need is there.

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I've made a simple vehicle drop, it's crude but works well. In my case it drops a hummer from a c-130 once it reaches a MOVE waypoint. I have this in the onAct field in the move waypoint.

hummer1 = "HMMWV" createVehicle (getPos plane1); 
hummer1 setPos [ getPos plane1 select 0, getPos plane1 select 1, (getPos plane1 select 2) -2]; 
sleep 1;
chute1 = "ParachuteBigWest" createVehicle (getPos hummer1); 
chute1 setPos (getPos hummer1); 
hummer1 attachTo [chute1,[0,0,5]];

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