Monsada 10 Posted March 24, 2010 How to do AI paradrop on ACE? I ask it because I noticed that if done by standard metod: _x action ["EJECT", _heli] ; AI ejects heli, well, but when AI arrive to land the parachute don't deploy, during a while keeps an animation of deployment of parachute in a loop,then after some repetitive animations parachute desapear. Is it a bug or I need to do something? Share this post Link to post Share on other sites
snkman 334 Posted March 24, 2010 I use this which works well for para and land ejection ( dismount ). _x action ["eject", _vehicle]; unAssignVehicle _x; Share this post Link to post Share on other sites
Monsada 10 Posted March 24, 2010 Yes I have done it aswell, but the problem is not in ejecting is when arriving to earth. Parachute animation is repeated constantly Share this post Link to post Share on other sites
sickboy 12 Posted March 24, 2010 (edited) Yes I have done it aswell, but the problem is not in ejecting is when arriving to earth. Parachute animation is repeated constantly Sounds like a bug: http://ace.dev-heaven.net/wagn/Bug_Reporting More notes about ACE Eject: http://ace.dev-heaven.net/wagn/Eject_HALO_System (+notes section) Edited March 24, 2010 by Sickboy Share this post Link to post Share on other sites
Monsada 10 Posted March 24, 2010 any body hows how can i test a change in a pbo file without exiting all time from arma? Share this post Link to post Share on other sites
sickboy 12 Posted March 24, 2010 (edited) any body hows how can i test a change in a pbo file without exiting all time from arma? Use filepatching. Put (or maybe already is) .pbo in modfolder, e.g: @MON\Addons Put unpacked addon folder in ArmA2\PBOPREFIX. By default an addon has the same pboprefix as the name of the .pbo file. So, if you have MON_Scripts.pbo, the PBOPREFIX would be MON_Scripts. so put extracted addon in ArmA2\MON_Scripts Startup the game WITHOUT -noFilePatching and WITH -mod=@MON Config adjustments still require you to restart game. Script adjustments, only restart mission, depending on your design. Creating NEW files in the MON_Scripts folder, requires you to close game, recreate PBO, and start game again. I see now your post at DH, I suppose you are trying to work with our addons. Our addon prefix is a little bit more complex: for all ace_ addons: x\ace\addons\COMPONENT incase of ace_sys_eject.pbo, you'd need to unpack it to: arma2\x\ace\addons\sys_eject Edited March 24, 2010 by Sickboy Share this post Link to post Share on other sites
Monsada 10 Posted March 24, 2010 many thanks Sickboy, yes I was trying to see it in ace_sys_eject.pbo but I was lost, many thanks again ---------- Post added at 07:12 PM ---------- Previous post was at 06:14 PM ---------- I have done some wrong because parachutes are standard not ace parachutes. I created folders: x\ace\addons\sys_eject inside ARMA2 folder and extracted ace_sys_eject.pbo another folder created ace_sys_eject,but with or without that folder result is the same. I deleted ace_sys_eject.pbo from ace/addons and the bising aswell I run arma without -noFilePatching What Im doing grong? Share this post Link to post Share on other sites
sickboy 12 Posted March 24, 2010 File patching only works when the original pbo is still in place. need to restore "I deleted ace_sys_eject.pbo from ace/addons and the bising aswell" Share this post Link to post Share on other sites