breeze 0 Posted July 18, 2010 BIS_grpMain = group this; group this setGroupId [localize "STR_EP1_callsign_jackal"]; [this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; clearMagazineCargo (unitBackpack this); (unitBackpack this) addMagazineCargo ["Pipebomb", 4]; {this removeMagazine _x} forEach ["20Rnd_762x51_SB_SCAR", "20Rnd_762x51_SB_SCAR", "IR_Strobe_Target", "SmokeShellRed"]; this addMagazine "Pipebomb"; this addMagazine "Pipebomb" I pulled this out of the Jackal Mission and I group myself to two others and they wait for me on the ground they do not jump, Firstly If anyone can tell help me understand this all better this is what I understand here. BIS_grpMain = group this; Just defines a group called Bis_grpmain (As far as I know if that's the case AI grouped to him should be able to be done so by attaching them manually and setting a higher ranking. group this setGroupId localizeSTR_EP1_callsign_jackal"]; Have no real Idea except that Maybe he's establishing the Name Jackal for radio. [this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; ok this puts the C130 at 2000 feet and sets up the Jump why we need ca\air2\halo\data\scripts I don't know where this CA is but id like to find it to see the scripts and make that a whole lot easier. but it just makes you jump. clearMagazineCargo (unitBackpack this); (unitBackpack this) addMagazineCargo ["Pipebomb", 4]; {this removeMagazine _x} forEach ["20Rnd_762x51_SB_SCAR", "20Rnd_762x51_SB_SCAR", "IR_Strobe_Target", "SmokeShellRed"]; this addMagazine "Pipebomb"; this addMagazine "Pipebomb" The Rest of it just clears the bag and then fills it So a couple of questions if you know them A) How do I make my group jump with me and if they are set to playable for a coop mission make them pull their chute at a set height if they arent being played by a human. b) Second when I do Jump can I set a default View of third person so I see myself jumping because as it is I have to switch to it c) Can I get a counter for the human player to see his height as he falls? d) Can I also default the pull chute sign to show? E) Last I'd love to know about sound but I really think that most people arent getting it because they are copying this jump and they played music which I would be ok with too If I could choose my tune after I switch it to an ogg file. Thanks People !! Share this post Link to post Share on other sites
kylania 568 Posted July 18, 2010 BIS_grpMain = group this; Just defines a group called Bis_grpmain (As far as I know if that's the case AI grouped to him should be able to be done so by attaching them manually and setting a higher ranking. - Correct, that creates a name of BIS_grpMain that can be referenced later by other functions. group this setGroupId localizeSTR_EP1_callsign_jackal"]; Have no real Idea except that Maybe he's establishing the Name Jackal for radio. - This command: group this setGroupID "Something"; changes the name that you see in sideChat. The "localize" command there means it'll automatically translate the "STR_EP1_callsign_jackal" which is an entry in a database of pre-translated text strings. [this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; ok this puts the C130 at 2000 feet and sets up the Jump why we need ca\air2\halo\data\scripts I don't know where this CA is but id like to find it to see the scripts and make that a whole lot easier. but it just makes you jump. - Actually what that does is moves "this", or the unit who's init field that's in, 2000 meters in the air and executes the HALO jump script on them. You don't need any C-130 for it, it'll just happen. CA is the 'main' PBO for the game. So a couple of questions if you know them A) How do I make my group jump with me and if they are set to playable for a coop mission make them pull their chute at a set height if they arent being played by a human. You'd need to execute the HALO script on each member of your group. Not sure if AI can just do it on their or not, I think they can. b) Second when I do Jump can I set a default View of third person so I see myself jumping because as it is I have to switch to it Nope, but you can just hit ENTER on the keypad. :) c) Can I get a counter for the human player to see his height as he falls? We sure wish! It's either a bug that it's missing or intentional. Eventually I'm sure someone will work up a solution. d) Can I also default the pull chute sign to show? It should already, if it's not you've hit a bug and are about to die. E) Last I'd love to know about sound but I really think that most people arent getting it because they are copying this jump and they played music which I would be ok with too If I could choose my tune after I switch it to an ogg file. Search for "sound tutorial" there's a few nice ones around. Answers in blue! :) Share this post Link to post Share on other sites
breeze 0 Posted July 18, 2010 (edited) Ok so the Question on the AI I need to find a script you think to get them to do it? I mean id want to pull their chutes at like 300 feet. so they were effective. you know of a command I might try after,, [this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; Deploy chute 300 feet; :=) ?? And there's no way to make that a group command like the one earlier [x_Bis_grpMain this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"; Deploy chute 300 feet; ?? ---------- Post added at 04:03 AM ---------- Previous post was at 03:54 AM ---------- While we are learning, ? this setCaptive TRUE; this flyInHeight 2000; _nic = [this] spawn {waitUntil {position player select 2 > 10}; (_this select 0) setPos [position player select 0, position player select 1, (position player select 2) + 20]} This is from the plane, This setcaptive true; I thought this is what we used for prisoners and not having our men attack the opposite side. Flyinheight I understand _nic = [this] spawn {waitUntil {position player select 2 > 10}; i have no idea (_this select 0) setPos [position player select 0, position player select 1, (position player select 2) + 20]} I have no idea This second half of stuff is from the C130 Edited July 18, 2010 by Breeze Share this post Link to post Share on other sites
kylania 568 Posted July 18, 2010 unit setCaptive true; makes a unit civlian so that they won't get attacked. The _nic = spawm thingie, starts a process that waits till a player is 10m off the ground. Then it pushes them 20m higher with the next line. Share this post Link to post Share on other sites
breeze 0 Posted July 18, 2010 I sent you a message Im trying to use a solution I saw in one of your other posts for the Halo Altimeter but I am trying to use it as a trigger to get the group to halo at the same time Share this post Link to post Share on other sites