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kingsman

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About kingsman

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  1. kingsman

    Simple ParaDrop Script

    Okay I've tried v0.99c, again it works great for the AI and the crate is a great addition but it still doesn't allow me to specify the _chuteheight for the player. I want to deploy the player chute at 200m but no matter what I change it will always open at 150m.
  2. kingsman

    Simple ParaDrop Script

    Hey Beerkan, I've been trying your script for some time now but cant quite get it to work for my needs. I'm using the 0.97 version copied directly from your BI post but it doesn't work the way you described it. When my aircraft reaches its waypoint it ejects the AI passengers and the player at the designated altitude but only deploys the AI chutes. The player chute will only open at 120m regardless of what altitude I specify in the parameters or the script. Some AI are even killed as they eject. Any idea what I'm doing wrong here? I've changed the chute type in your script and tested a few different altitudes in _chuteheight that's all I've altered. I've attached the script and on act. line I've been using for you to view. I appreciate any help you can offer. Cheers
  3. kingsman

    Simple ParaDrop Script

    No luck mate. When I first encountered the problem I figured that changing the script like that would fix it but it didn't work. I've now just copied and pasted what you've suggested and I'm still having the same issue. I am ejected from the plane at the right altitude but the chute doesn't auto deploy so I do it manually. Once I reach about 200ft the chute vanishes and I freefall the rest of the way. When I land my load out is restored after a few seconds but only after I appear a few ft back in the air and land again. I've attached the eject.sqf that I'm using as well as the code I'm using in the parameter. Maybe you can see what I'm doing wrong? Cheers /* Filename: Simple ParaDrop Script v0.96 eject.sqf Author: Beerkan Description: A Simple Paradrop Script Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group will open their parachute (number) Example: 0 = [vehicle, altitude] execVM "eject.sqf" */ if (!isServer) exitWith {}; private ["_paras","_vehicle","_chuteHeight","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 400 }; _vehicle allowDamage false; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; if (isPlayer _unit) then {[_unit,_chuteheight] spawn OpenPlayerchute}; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _inv = name _unit; [_unit, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_loadInventory;// Reload Loadout. _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) <= _chuteheight}; _paraPlayer action ["openParachute", _paraPlayer]; }; { _inv = name _x;// Get Unique name for Unit's loadout. [_x, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_saveInventory;// Save Loadout removeBackpack _x; _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "CUP_T10_Parachute_backpack"; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; } forEach _paras; _vehicle allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; 0 = [transport1, 400] execVM "eject.sqf"
  4. kingsman

    Simple ParaDrop Script

    Great, thanks for the quick response! Is there any way I can get the shoot to open automaticity at 400ft? I'm trying to create a static jump scenario. I e tried the trigger and way point but it doesn't seem to work for me. Unfortunately you're dealing with a novice here so I not too sure what to make of this... Cheers again
  5. kingsman

    Simple ParaDrop Script

    Hey Beer, I've been trying to use your script for a big paradrop from a C-47. Everything is working well apart from the player chute opening at the desired altitude. I've followed your instructions to the best of my ability and tried out different things on this thread but I can't seem to get it to work properly. I'm trying to eject my troops at 400ft which works, the AI deploy their chutes as they exit but as the player I have to deploy mine manually. I do that but then when I reach about 200ft the chute vanishes and I fall to the ground. If I wait till I reach about 200ft the chute sometimes opens fine and I land, often it doesn't open at all and when I deploy it I hit the ground and die... Also sometimes the AI take critical damage moments after they've landed and they don't spawn back their full load out. I've no idea what I'm doing wrong any help would be really appreciated! Cheers /* Filename: Simple ParaDrop Script v0.96 eject.sqf Author: Beerkan Description: A Simple Paradrop Script Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group will open their parachute (number) Example: 0 = [vehicle, altitude] execVM "eject.sqf" */ if (!isServer) exitWith {}; private ["_paras","_vehicle","_chuteHeight","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 400 }; _vehicle allowDamage false; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; if (isPlayer _unit) then {[_unit,_chuteheight] spawn OpenPlayerchute}; waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _inv = name _unit; [_unit, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_loadInventory;// Reload Loadout. _unit allowdamage true;// Now you can take damage. }; OpenPlayerChute = { private ["_paraPlayer"]; _paraPlayer = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraPlayer select 2) <= _chuteheight}; _paraPlayer action ["openParachute", _paraPlayer]; }; { _inv = name _x;// Get Unique name for Unit's loadout. [_x, [missionNamespace, format["%1%2", "Inventory",_inv]]] call BIS_fnc_saveInventory;// Save Loadout removeBackpack _x; _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Trying to prevent damage. _x addBackPack "CUP_T10_Parachute_backpack"; unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. sleep 0.3; } forEach _paras; _vehicle allowDamage true; { [_x,_chuteheight] spawn paraLandSafe; } forEach _paras; 0 = [transport1, 400] execVM "eject.sqf"
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