VonNexus
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Everything posted by VonNexus
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Hello everyone, I'm working on a mission based on close quarter combat in a half destroyed village filled with wrecks. I'd really like to have smoke billowing from some of the wrecks because it would help getting a good atmosphere, plus learning how to spawn the smoke effect could come in handy when doing Search and Rescue missions. I'm not pretty new to this kind of stuff, as I've used that effect in some ArmA 2 scenarios. In ArmA 2, I've always used two methods: The first is the "infamous" BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; which is suggested in almost every ArmA 2 post about having things smoking. The second one would be using a smoke.sqf containing the following: private ["_obj","_Smoke","_smoke2"]; _obj = _this select 0; _smoke = "#particlesource" createVehicleLocal getpos _obj; _smoke setParticleCircle [0, [0, 0, 0]]; _smoke setParticleRandom [0, [0.1, 0.1, 0.1], [random 0.5,random 0.5,random 0.5], 0.1, 0.1, [0, 0, 0, 0], 0.1, 0]; _smoke setParticleParams[["\ca\Data\ParticleEffects\Universal\Universal",16,7,48,1], "", "Billboard", 25, 35, [0,0,0],[0,0,0], 0, 1, 0.96, 1, [10,15,30,45], [[0.1, 0.1, 0.1, 1],[0.9, 0.9, 0.9, 1],[0.9, 0.9, 0.9, 0.9],[0.1,0.1,0.1,0.5]], [0.3], 0.2, 0.2,"", "", _obj]; _smoke setDropInterval 0.8; _smoke2 = "#particlesource" createVehicleLocal getpos _obj; _smoke2 setParticleCircle [0, [0, 0, 0]]; _smoke2 setParticleRandom [0, [0.1, 0.1, 0.1], [random 0.5,random 0.5,random 0.5], 0.1, 0.1, [0, 0, 0, 0], 0.1, 0]; _smoke2 setParticleParams[["\ca\Data\ParticleEffects\Universal\Universal",16,7,48], "", "Billboard", 1, 25, [0, 0, 0], [0, 0, 0.5], 1, 1, 0.75, 10, [10,30,40], [[1, 1, 1, 0.3],[1, 1, 1, 0.2],[1, 1, 1, 0.1]], [0.1], 0, 0, "", "", _obj]; _smoke2 setDropInterval 1; waitUntil {apu_stop_smoke == 1}; deleteVehicle _smoke2; deleteVehicle _smoke; exit; This plays around with particles and I haven't made it, I just took it from a BI mission or somewhere else. In ArmA 3 things are different. None of the two methods would work. The first one would display an error when used, stating that burn.sqf can't be found in the game directory (they probably have changed some things). The second method also leads to an error, this time implying the fact that the particles used in the script are nowhere to be found. I did come across a way to make fire and smoke togheter using a blank helipad and typing this = "test_EmptyObjectForFireBig" createVehicle position this; This works, but it's not ideal for my mission because players should be allowed to take cover behind the smoking wrecks, but since fire in ArmA 3 harms people, that wouldn't be possible. Also IAs could run into it, and that's not good. It is somehow possible to have wrecks smoking in the game, as can be seen in the first mission of the "Adapt" single player episode where Aggelchori is almost burnt to the ground and several wreckage has smoke billowing from it. I tried searching for what I'm looking for on the Internet and on the forum. Found nothing but ArmA 2 scripts which won't do the trick. Is anyone out there familiar with ArmA 3 particles' system and new ways to handle smoke, fire and effects? Thanks in advice.
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Not sure about the actual reason for this, but have you tried defining the title only in the in-game Description or in the .ext? Maybe defining it it both causes some sort of "conflict".
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How to make a wreck smoke
VonNexus replied to VonNexus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Right, looks like I've figured this out. The easiest way is the one that sion suggested. I got to something similar to this: Put down a game logic (it can also be an object, a small object, a blank helipad, a random object which you will hide via script, anything will do). Then put down your wreck and name it, I have chosen smoking_wreck for example. The code goes straight into the game logic init field: smoke1 = "test_EmptyObjectForSmoke" createVehicle position this; smoke1 setpos (getpos smoking_wreck); By doing this, you'll have a nice smoke column (also influenced by wind) billowing from the wreck. You can also type the above code in the wreck init field, but I've noticed that this results in having the column slightly far from the actual object. That explains the setpos. I have tried just with adding the setpos after the createVehicle, but that results in having the wrong position aswell. F2k Sel, what do you mean by "fire and smoke modules" ? I do know that you can find modules for spawning smoke grenades, chemlights or tracers, but didn't notice any ambiental smoke related module. -
How to make a wreck smoke
VonNexus replied to VonNexus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I won't lie, I'm still pretty new to the ArmA 3 config browser. What should I search for in particular? -
How to start mission with night vision turned on
VonNexus replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't mention it ;) -
How to start mission with night vision turned on
VonNexus replied to Ghostwolf's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Type in the Init field of the unit(s) you want starting with NVG on the following: this action ["nvGoggles", this] Remember that IA units will switch their googles on and off depending on the daylight, so the above code is not needed at all. -
Cannot load material file __charcoal_.002, what does this error mean?
VonNexus posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hello guys, basically I have made a soldier model (created after the nice ARMA 2 Russian Soldier model released by BIS) l with Blender and then exported it in the .p3d extension thanks to a plugin posted in the forums. No problems when I open it in Oxygen 2, it all works like a charm. Before working with the textures and improving the model, I'd like to see how it's rendered in ARMA 2. I've created a very poor addon folder. In it, I've got the .p3d model (called CC_riotcontrol_1) , the config.cpp, a model.cfg and a texHeader.bin (which I didn't create, I suppose it's something that came out when I firstly converted the file in the .pbo extension with BinPBO) . The config.cpp is at it follows : #define true 1 #define false 0 class CfgPatches { class CC_riotcontrol_1 { units[] = {"CC_riotcontrol_1"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class CC_riotcontrol_1 { displayName = "Test CC"; }; }; class CfgVehicles { class All {}; class AllVehicles : All {}; class Land : AllVehicles {}; class Man : Land {}; class Soldier : Man {}; class Civilian : Man {}; class USMC_Soldier_Base : Soldier {}; class USMC_Soldier : USMC_Soldier_Base {}; class USMC_Soldier_Light : USMC_Soldier {}; class CC_riotcontrol_1 : USMC_Soldier_Light { vehicleClass = "CC_riotcontrol_1"; displayName = "CC RIOT"; model = "@test\CC_riotcontrol_1.p3d"; class Wounds { tex[] = {}; mat[] = {"ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds2.rvmat"}; }; }; }; When I start up the game and get in the editor no problems. I place the soldier and perview, it loads up and suddenly an error shows up: Cannot load material file __charcoal_.002 I don't know what the hell this error is. The word "charcoal" doesn't show up both in the config.cpp and in the model.cfg . So where the hell is it from? Any help would be very appreciated, thanks in advice!!! -
Issues onMapSingleClick and locations.
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In the last two days I've been trying to write a simple supply drop script. It uses the onMapSingleClick to create a marker in the place where the platoon commander (called alphaleader) wants the ammos to be dropped. The marker works as a destination for a MV22 Osprey's (called mv_22) wayipoint.The script is called via a Radio Alpha trigger. This is what I've done so far: alphaleader sidechat "Open your map and mark the drop zone for the supplies by clicking one time where you'd like for the ammos to be dropped"; _mk = createMarker ["drop_zone_mk",position player]; _mk setMarkerColor "colorBlue"; _mk setMarkerShape "icon"; _mk setMarkerSize [1,1]; _mk setMarkerDir random -10 +random 20; _mk setmarkerText "Supply Drop Zone"; _mk setMarkerType "empty"; mapclick = false; onMapSingleClick """drop_zone_mk"" setMarkerPos _pos; clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; waituntil {mapclick}; _pos = clickpos; alphaleader sidechat "Drop zone marked!"; mv_22 enableSimulation true; mv_22 hideObject false; _wp=osprey addWaypoint [getMarkerPos "drop_zone_mk",0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "LIMITED"; _wp setWaypointBehaviour "CARELESS"; if (mapclick) then { _mk setMarkerType "Flag1"; }; if (mv_22 in _pos) then { ammos = "USSpecialWeaponsBox" createVehicle (position mv_22); chute = "parachute_US_EP1" createVehicle (position mv_22); ammos attachTo [chute, [0,0,0], "paraEnd"]; ammos setpos [getpos mv_22 select 0, getpos mv_22 select 1, 34]; chute setpos [getpos mv_22 select 0, getpos mv_22 select 1, 34]; }; exit; This script has no problem but the last part. The piece of code simply doesn't get triggered. However, _pos should be the name of the location created with the map click. Maybe I deleted the location with the commands onMapSingleClick """";true;"; ? I've not been able to figure out what's wrong. -
Issues onMapSingleClick and locations.
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll try with this one then. However, Osprey is just the groupname of the Mv22. EDIT: OK your code does perfectly the trick. However when the crate lands it goes underground. I tought that paraEnd in the attachTo command would have avoided that, but apparently it hasn't. -
Issues onMapSingleClick and locations.
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the reply. I changed my code to yours, and yes, the clickpos thing apparently it's not needed. However, nothing changed. The marker stuff and waypoint works perfectly, but still getting issues with the _pos statement. -
Hi guys, I've searched a little bit around in the forum but actually didn't found nothing about the problem I have. Basically, I'm making a mission and I wanted to add an overview to it. To do that, I downloaded the A2OD Editor, an useful tool that should allow you to make it easier to build up mission overviews and briefings. I compiled every field required in the tool, and saved what I did as overview.html. This is what is in overview.html: html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1250"> <title>Overview</title> </head> <body bgcolor="#FFFFFF"> <p align="center"><img src="over.jpg" width="612" height="512"></p> <p> Prova </p> </body> </html> "over.jpg" is of course the name of the image I want to use for the overview. It is a JPEG 688x616 which I put in the mission folder (there is no subfolder as you can see from the script), "Prova" is a simple line for testing. Now you will be wondering, what's wrong then? I really don't know, but when I saved the mission as a SP one and I clicked on it in the SP Missions interface, the game crashed. I really don't know where the error should be, even because the overview.html was made with a specific programme which I belive should work good. A2OD was made for ARMA 2 and I am running a Combined Operation with the last patch on. May this be the problem? Thanks in advice for any help you'll provide.
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Overview problem
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's what I tried to do a couple of minutes ago. Nothing, it doesn't work. ---------- Post added at 11:12 PM ---------- Previous post was at 11:03 PM ---------- EDIT Alright, It seems that the problem is the image format. BI Wiki says that a JPEG should work fine for an overview, but, as far as I have seen, is not, because I tested the same code posted above with a .paa image and it worked like a charm. Maybe one of the last patches removed the possibility of using JPGs for overviews, or such things? -
Overview problem
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried changing the width and height parameters to the ones you used in OPF. But it didn't work. It crashed like in the other times. -
How to make guard become aware upon explosion.
VonNexus replied to Molfzor's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One thing: are you using some kind of script so that the germans don't shoot the player or get allerted when they see him? Like the setCaptive command? Explain yourself a little bit better. -
Hints and sideChat in a loop
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Basically I made up a script that prevents normal soldiers from using sniper rifles , I called the file sniperCheck.sqf and I execute it in the init of soldiers. It works fine in the part where it checks if the unit has a sniper rifle and kills him after 10 seconds but it won't display the sidechat that warns the soldier that he cannot use the sniper rifle. This is the code: _soldier=_this select 0; while {alive _soldier} do { if ( (_soldier hasWeapon "M24")) then {_soldier sideChat "Non sei un cecchino e non puoi usare questo fucile.Gettalo subito o sarai ucciso entro 10 secondi!"}; sleep 10; if ( (_soldier hasWeapon "M24")) then {_soldier setDamage 1}; }; So how do I fix this? -
Preprocessor error? What is it supposed to be?
VonNexus posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi folks, basically I'm working on a mission and I'd like to make a torture scene, where a ChDkZ officer is hitting a female city major with his rifle. To do so, I created a file named hostageanims.sqf. This is what it contains: _hostage=_this select 0; _badguy=_this select 1; WaitUntil { !alive _badguy}; #torture _major switchMove "Testsurrender"; _badguy switchMove "CtsDoktor_Vojak_uder1"; goto torture; Then , in the mission, I have a trigger. On Activation I have this: nul = [City_major,officer] execVM "hostageanims1.sqf"; Of course, 'officer' is the name of the ChDkZ soldier and 'City_major' is the name of the female hostage. But when I start the mission and the trigger activates itself, an error is displayed: Preprocessor faied on C:\Users\admin\Documents\ArmA 2 Other Profiles\=ASc=Pv1%2eNexus\missions\CISP_Village_Sweep.Chernarus\hostageanims.sqf - error 7 What's wrong with the script? Using the command -showScriptError nothing is displayed so I assume that the syntax has no problem, but I don't have a clue about this strange error. I'd be glad is someone helps me figuring this problem out. Thanks! -
Heya, basically I've got a guy tied up in a depot wich I called hostage1. What I want to do is displaying a hint when a player is at least at 5 meters from him. I could do it via trigger, but I've got the editor full of them so I'm trying to execute this using a basic .sqf script (those things with if, while, do, else). I've read some guides but still didn't figure out how to accomplish a basic .sqf script. This is what I tried to use _unit=_this select 0; _hostage1=_this select 1; if (_unit distance _hostage1 > 5) then {hint "You found the hostage!"}; It seems right to me, but doesn't work. I tried to exec it in a trigger and even in the init but it just won't work. So what is wrong?
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Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Now it works! Last question: after the script of the hostage , can I write something like "Ostaggisalvati=true" so I can use "Ostaggisalvati=true" as a trigger condition? -
Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
In a trigger activated by Civilian, its area covers the place where the hostage is (of course the hostage is a civilian) -
Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I actually use this code with player and hostage name (ostaggio1) and I renamed the .sqf files. It's like null = [player,ostaggio1] execVM "h1.sqf". However it still won't work. -
Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
What do you mean? -
Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I actually used Giallustio's code, called the file hostagearea.sqf. Then I created a game logic and put the maxjoiner's code in the init, but when I get close to the hostage no hint is displayed.What is the problem? -
Problem with a .sqf script
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where do I put the exec command for the script? And has it to be a nul=[] execVM "filename" or a simple this execVM "filename"? -
Converting an ARMA 2 script to ARMA 2 Operation Arrowhead, need some help
VonNexus replied to VonNexus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Kylania! You're an angel! -
So, basically I'm editing a map to be used in MP and I need an addon-free fastrope script. I found one script made by General Carver for ARMA 2. The problem is, that this script has all set for A2 choppers so I need to modify something and add OA choppers. The script is made of of three files, lot of stuff, so you'll have to read a bit. This is the first one it's meant to be put in the init and contains all the choppers that can use the script, as you can see I added at the end the vehicle classname of the OA Blackhawk: gcrsrope1 = "none"; gcrsrope2 = "none"; gcrsrope3 = "none"; gcrsrope4 = "none"; gcrsrope5 = "none"; gcrsrope6 = "none"; gcrsrope7 = "none"; gcrsrope8 = "none"; gcrsrope9 = "none"; gcrsrope10 = "none"; gcrsrope11 = "none"; gcrsrope12 = "none"; gcrsrope13 = "none"; gcrsrope14 = "none"; gcrsrope15 = "none"; gcrsrepelvehicle = "none"; gcrsropedeployed = "false"; gcrsdeployropeactionid = 0; gcrsdropropeactionid = 0; gcrsplayerrepelactionid = 0; gcrsplayerveh = "none"; gcrspilotvehicle = "none"; gcrsrapelvehiclearray = ["MH60S", "MV22", "Mi17_Civilian", "Mi17_Ins", "Mi17_CDF", "Mi17_RU", "Mi17_rockets_RU", "Mi24_D", "Mi24_P", "Mi24_V", "UH1Y","UH60M_EP1"]; gcrsrapelheloarray = []; gcrsplayerveharray = []; Then , this is the second part of the script that actually deploys the rope. I skipped the first part that only checks the player velocity and defines three variables. if (_playervehclass == "MH60S") then { gcrsrope1 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope1 setFlagTexture ""; gcrsrope1 attachto [gcrsrepelvehicle,[-1.25,2,-3]]; gcrsrope2 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope2 setFlagTexture ""; gcrsrope2 attachto [gcrsrepelvehicle,[-1.25,2,-10]]; gcrsrope3 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope3 setFlagTexture ""; gcrsrope3 attachto [gcrsrepelvehicle,[-1.25,2,-17]]; gcrsrope4 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope4 setFlagTexture ""; gcrsrope4 attachto [gcrsrepelvehicle,[-1.25,2,-24]]; gcrsrope5 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope5 setFlagTexture ""; gcrsrope5 attachto [gcrsrepelvehicle,[-1.25,2,-31]]; gcrsrope6 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope6 setFlagTexture ""; gcrsrope6 attachto [gcrsrepelvehicle,[-1.25,2,-38]]; gcrsrope7 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope7 setFlagTexture ""; gcrsrope7 attachto [gcrsrepelvehicle,[-1.25,2,-45]]; gcrsrope8 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope8 setFlagTexture ""; gcrsrope8 attachto [gcrsrepelvehicle,[-1.25,2,-52]]; gcrsrope9 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope9 setFlagTexture ""; gcrsrope9 attachto [gcrsrepelvehicle,[-1.25,2,-59]]; gcrsrope10 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope10 setFlagTexture ""; gcrsrope10 attachto [gcrsrepelvehicle,[-1.25,2,-66]]; gcrsrope11 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope11 setFlagTexture ""; gcrsrope11 attachto [gcrsrepelvehicle,[-1.25,2,-73]]; gcrsrope12 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope12 setFlagTexture ""; gcrsrope12 attachto [gcrsrepelvehicle,[-1.25,2,-80]]; gcrsrope13 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope13 setFlagTexture ""; gcrsrope13 attachto [gcrsrepelvehicle,[-1.25,2,-87]]; gcrsrope14 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope14 setFlagTexture ""; gcrsrope14 attachto [gcrsrepelvehicle,[-1.25,2,-94]]; gcrsrope15 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope15 setFlagTexture ""; gcrsrope15 attachto [gcrsrepelvehicle,[-1.25,2,-101]]; gcrsropedeployed = "true"; hint "Rapel Rope Deployed"; };if (_playervehclass == "UH60M_EP1") then { gcrsrope1 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope1 setFlagTexture ""; gcrsrope1 attachto [gcrsrepelvehicle,[-1.25,2,-3]]; gcrsrope2 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope2 setFlagTexture ""; gcrsrope2 attachto [gcrsrepelvehicle,[-1.25,2,-10]]; gcrsrope3 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope3 setFlagTexture ""; gcrsrope3 attachto [gcrsrepelvehicle,[-1.25,2,-17]]; gcrsrope4 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope4 setFlagTexture ""; gcrsrope4 attachto [gcrsrepelvehicle,[-1.25,2,-24]]; gcrsrope5 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope5 setFlagTexture ""; gcrsrope5 attachto [gcrsrepelvehicle,[-1.25,2,-31]]; gcrsrope6 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope6 setFlagTexture ""; gcrsrope6 attachto [gcrsrepelvehicle,[-1.25,2,-38]]; gcrsrope7 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope7 setFlagTexture ""; gcrsrope7 attachto [gcrsrepelvehicle,[-1.25,2,-45]]; gcrsrope8 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope8 setFlagTexture ""; gcrsrope8 attachto [gcrsrepelvehicle,[-1.25,2,-52]]; gcrsrope9 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope9 setFlagTexture ""; gcrsrope9 attachto [gcrsrepelvehicle,[-1.25,2,-59]]; gcrsrope10 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope10 setFlagTexture ""; gcrsrope10 attachto [gcrsrepelvehicle,[-1.25,2,-66]]; gcrsrope11 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope11 setFlagTexture ""; gcrsrope11 attachto [gcrsrepelvehicle,[-1.25,2,-73]]; gcrsrope12 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope12 setFlagTexture ""; gcrsrope12 attachto [gcrsrepelvehicle,[-1.25,2,-80]]; gcrsrope13 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope13 setFlagTexture ""; gcrsrope13 attachto [gcrsrepelvehicle,[-1.25,2,-87]]; gcrsrope14 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope14 setFlagTexture ""; gcrsrope14 attachto [gcrsrepelvehicle,[-1.25,2,-94]]; gcrsrope15 = createVehicle ["FlagCarrierUSA", [0,0,0], [], 0, "NONE"]; gcrsrope15 setFlagTexture ""; gcrsrope15 attachto [gcrsrepelvehicle,[-1.25,2,-101]]; gcrsropedeployed = "true"; hint "Rapel Rope Deployed"; }; The first chopper is the MH60S as the string says, the second string is what I added using the Blackhawk classname. Then there's a third .sqf file which I'll not post as it simply deletes the rope(actually the "rope" is made of flagpoles attached one to the other) once the player starts to move or selects the action. Then , to use this script, three triggers are required. Here is what they have in their fields : First trigger Condition: local player && alive player && damage vehicle player < 1 && vehicle player in gcrsrapelheloarray && driver vehicle player != On Act: gcrsplayerveh = vehicle player; gcrsplayerrepelactionid = gcrsplayerveh addAction ["Rappel from Chopper", "scripts\gcrs\gcrsrepelscript.sqf", "", 0, false, false, "", ""]; On disact: gcrsplayerveh removeaction gcrsplayerrepelactionid This one checks if the player is alive, if his vehicle is not damaged and if he is in a chopper that is in the gcrsrapeheloarray (that thing in the init) Another trigger issues the action to drop the rope as soon as it has been deployed and another one forces to drop the rope if the chopper moves too fast. This is the trigger that actually permits to deploy the rope(checks if the chopper is in the array and if the player and his vehicle sastifie certain conditions): Condlocal player && alive player && damage vehicle player < 1 && gcrsropedeployed == "false" && typeof vehicle player in gcrsrapelvehiclearray && driver vehicle player == playerOn act: local player && alive player && damage vehicle player < 1 && gcrsropedeployed == "false" && typeof vehicle player in gcrsrapelvehiclearray && driver vehicle player == player[ On Deact: local player && alive player && damage vehicle player < 1 && gcrsropedeployed == "false" && typeof vehicle player in gcrsrapelvehiclearray && driver vehicle player == player/CODE] So this is it, kind of a long post , I know, but I need to figure out how to make this script OA compatible. As you can see I added classnames for the OA in all the files needed, but the action for fastrope doesn't show up, simply. Thanks in advice for any help you'll give me, please be kind :)