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I know you are all gonna say about search and ive used it already and found exactly what i was looking for but what was contained inside did not benefit me.

I have my Heli set up with WP's and Opfor troops inside of it but when the heli hits the UNLOAD marker they do not jump out which i persume because of ACE and them not having chutes which i went to the extent of giving them chutes and they still refuse to jump.

This is the script which i found on another post via search and i have tried this in diffrent boxs (Soldier init, Waypoint onact ect) and the editor dosent seem to like it.

_x action ["eject", _vehicle];

unAssignVehicle _x;

Does anyone knows where this goes in the Editor or if someone has a better way of getting AI to para out and survive to the ground in 1 piece?

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have you substituted _vehicle for the actual name of the helicopter?

that _vehicle references a variable that has to be defined before you can use it.

I mean. When you make a script you have to define all variables, and _vehicle is the way to define it.

But when you are using scripting commands alone you have to tell the engine which vehicle is _vehicle.

In this case, if the helicopter is called CHOPPER, you should write the name of the chopper instead of putting _vehicle.

Also, your syntax, as you have written it won't work.

Try this. I think this will work

{_x action ["eject", NAMEOFHELICOPTER]} foreach units group OPFORGROUP;
{unAssignVehicle _x} foreach units group OPFORGROUP;

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Thanks for the reply. The _vehicle wasnt the problem it did not like the start of it with _x action.... ect but what you have put there now accepts it, I tried it onAct for the waypoint but it didnt work so gonna try on the Troops Init.

Edit: Nope in the Soldiers init lines and they still dont para out....

Edited by A Smed

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