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Found 85 results

  1. Hello All, I am trying to create a mission where many players are going to parachute into an AO and I need them to be able to keep their backpacks. I understand that there are mods for this but I didn't want to force people to download new mods for one mission. Anyway, I attempted to utilize beerkan's paradrop.sqf script and cannot get it to work either on my PC in Eden nor when I put it on the dedicated server. If anyone can help me figure out a way for my players to jump out of a helo with their normal backpack and parachute using a steerable chute and then have their backpack again once they hit the ground, I will be seriously in your debt. I have 3 groups of rangers, including a platoon leader and a JTac player who will all be affected - roughly 34 people across 3 groups.
  2. A simple ParaDrop script that lets a unit keep it's original backpack and loadout without the need to have a parachute. You can assign any backpack you want, let the unit board a Helo then paradrop and keep their original assigned backpack. This script will save the unit's loadout, remove their backpack, then add a parachute and throw the unit out of the helo. Once the unit hits the ground, the parachute disappears and the unit gets his original loadout back again. DOWNLOAD EXAMPLE FROM ARMAHOLIC Here's how to set it up. Put down an UH80 on the map and name it 'UH80'. Now set it's parameters to 'Special' = 'Flying' and set it's init to this flyInHeight 120; Now create a Group of units and in the group leader's init, add this to get everyone onboard the helo. Paras = group this;{_x assignasCargo UH80;_x moveinCargo UH80} forEach units group this; So far so good. 'Paras = Group this' means the group are now called Paras. Now create a trigger or waypoint with this as the ON ACT: _drop =[UH80,100] execVM "eject.sqf"; Where: UH80 = The name of your Transport Helo (named in the editor) 100 = The height in metres you want the chutes to auto open @ CARGOITEM = (optional) item, vehicle or ammocrate you wish to paradrop with the paras. CARGOITEM will also have Virtual Arsenal. (object) And finally with this as the eject.sqf script. Put it in the mission folder. UPDATE Beta 0.99d New. Saves Unit's inventory, then adds parachute after dismbarking from vehicle so script can then restore original inventory after landing. Also adds optional ammocrate or vehicle item to be dropped as well. /* Filename: Simple ParaDrop Script v0.99d eject.sqf Author: Beerkan Description: A Simple Paradrop Script which will eject ALL assigned units (except crew) from a vehicle add a parachute and when landed will respawn their original backpacks. Parameter(s): 0: VEHICLE - vehicle that will be doing the paradrop (object) 1: ALTITUDE - (optional) the altitude where the group & Cargo Item (if used) will open their parachute (number) 2: CARGOITEM - (optional) the item, vehicle or ammocrate you wish to paradrop with the paras. CARGOITEM will also have Virtual Arsenal. (object) Working Example without Cargo 0 = [UH80, 150] execVM "eject.sqf" Working Example with Cargo "B_supplyCrate_F" 0 = [UH80,150,"B_supplyCrate_F"] execVM "eject.sqf" */ if (!isServer) exitWith {}; private ["_paras","_vehicle","_item"]; _vehicle = _this select 0; _paras = []; _crew = crew _vehicle; //Get everyone except the crew. { _isCrew = assignedVehicleRole _x; if(count _isCrew > 0) then { if((_isCrew select 0) == "Cargo") then { _paras pushback _x }; }; } foreach _crew; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 120 };// Height to auto-open chute, ie 120 if not defined. _item = if ( count _this > 2 ) then {_this select 2} else {nil};// Cargo to drop, or nothing if not selected. _vehicle allowDamage false; _dir = direction _vehicle; ParaLandSafe = { private ["_unit"]; _unit = _this select 0; _chuteheight = _this select 1; (vehicle _unit) allowDamage false; [_unit,_chuteheight] spawn AddParachute;//Set AutoOpen Chute if unit is a player waitUntil { isTouchingGround _unit || (position _unit select 2) < 1 }; _unit action ["eject", vehicle _unit]; sleep 1; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]);// Reload Saved Loadout _unit allowdamage true;// Now you can take damage. }; AddParachute = { private ["_paraUnit"]; _paraUnit = _this select 0; _chuteheight = _this select 1; waitUntil {(position _paraUnit select 2) <= _chuteheight}; _paraUnit addBackPack "B_parachute";// Add parachute If (vehicle _paraUnit IsEqualto _paraUnit ) then {_paraUnit action ["openParachute", _paraUnit]};//Check if players chute is open, if not open it. }; { _x setVariable ["Saved_Loadout",getUnitLoadout _x];// Save Loadout removeBackpack _x; _x disableCollisionWith _vehicle;// Sometimes units take damage when being ejected. _x allowdamage false;// Good Old Arma, they still can take damage on Vehcile exit. unassignvehicle _x; moveout _x; _x setDir (_dir + 90);// Exit the chopper at right angles. _x setvelocity [0,0,-5];// Add a bit of gravity to move unit away from _vehicle sleep 0.3;//space the Para's out a bit so they're not all bunched up. } forEach _paras; { [_x,_chuteheight] spawn ParaLandSafe; } forEach _paras; if (!isNil ("_item")) then { _CargoDrop = _item createVehicle getpos _vehicle; _CargoDrop allowDamage false; _CargoDrop disableCollisionWith _vehicle; _CargoDrop setPos [(position _vehicle select 0) - (sin (getdir _vehicle)* 15), (position _vehicle select 1) - (cos (getdir _vehicle) * 15), (position _vehicle select 2)]; clearMagazineCargoGlobal _CargoDrop;clearWeaponCargoGlobal _CargoDrop;clearItemCargoGlobal _CargoDrop;clearbackpackCargoGlobal _CargoDrop; waitUntil {(position _item select 2) <= _chuteheight}; [objnull, _CargoDrop] call BIS_fnc_curatorobjectedited; _CargoDrop addaction ["<t color = '#00FF00'>Open Virtual Arsenal</t>",{["Open",true] call BIS_fnc_arsenal;}]; }; _vehicle allowDamage true; So what happens is when the helo gets to the waypoint or activates the trigger, it hoofs out EVERYONE onboard (except aircraft crew) and the helo continues on to it's next waypoint. Para's will descend until they reach your specified ALTITUDE (or 100m if you don't specify) where they will deploy a Parachute. No need to assign one, and you can keep your existing backpack. N.B. Unfortunately there seems to be a bug in the game when a unit is ejected from the helo, both the helo and the unit can suffer damage. Hence in my sctripy the brief "allowDamage false" arguments. UPDATE: THIS HAS BEEN FIXED IN LATEST VERSION It seems it can also depend on which vehicle you paradrop from. There's also another issue that once the unit hits the ground there's a chance that unit can suffer damage or their parachute destroys a building, hence the brief invulnerability here also. (The down side of this fix is that Paratroopers are invulnerable while in the air, and the helo is invulnerable while units are exiting it.) UPDATE: THIS HAS BEEN FIXED IN LATEST VERSION OF SCRIPT Download latest proof of concept mission file here... http://www.mediafire.com/download/z5eor6fob65tcox/Beerkan_Simple_ParaDrop.Stratis.zip As a bonus, I've included my latest F.A.R.P. (Forward Arming and Repair Point) update. Please feel free to use this in your missions. Just remember to credit me if you use any of my scripts or assets in any mission file you share with friends or publish. rgds Beer.
  3. Greetings, I am currently retexturing some Global Mobilization vehicle and I would like to be able to paradrop them from a plane, using the ViV framework (which basically automatically attach a cargo parachite to a vehicle ejected out of a plane. It seems that when I follow the same process, Vanilla vehicles can be paradropped without issue, while the global mobilization exit the plane, a parachute is created but not attached to the vehicle that freefalls to the ground. My guts tell me that the GM vehicle don't have memorypoints to attach the parachute. Is there a possibility via config.cpp, to add this feature (maybe to define memroy point to attach the parachute)? Thank you in advance, Cheers GFT
  4. Hello there, I have created a scenario where an empty boat is dropped out of the back of a stationary C130. The boat falls and the parachute opens. However, it does not slow the boat down. Currently in a trigger: In condition: (getPosATL vehicle boat) select 2 < 750 In activation: ("I_Parachute_02_F" createVehicle [0,0,0]) attachTo [boat, [0, 0, 0]]; in deactivation: if (isTouchingGround boat) then {detach "I_Parachute_02_F";}; I created a seperate radio command as a test of deployment from a higher altitude. It deployed the chute but it did not slow the boat down. Current state - Any help would be very much appreciated. 🙂
  5. Hi There, Scenario: HALO jump from a moving C130 at a few thousand meters. When the AI C130 passes a waypoint, ejects all players in the C130 and paradrops the empty vehicle. Current: I have managed to get the players to be paradropped when the C130 passes over a specific waypoint, but i cannot get the empty vehicle loaded into the c130, and cannot get it to be unloaded over a specific waypoint. If anyone knows how to load the vehicle into the c130 and/or set a specific altitude at which the parachute will open on the empty vehicle, it would be greatly appreciated. 🙂
  6. ZCP mission, any objects with parachute, has freeze loot ParaDrop, any idea?
  7. I've been working on a static line para drop for awhile. When the aircraft reaches the completion radius of a waypoint, it fires a script to start a static line jump. Most of the time it works. Sometimes the helicopter flies in circles and never starts the drop. I am at the point where I am not sure what else to do as raising the waypointCompletionRadius does not fix the issue 100%. Thanks in advance. _newvehicle flyInHeight 75; _waypoint = _pilot_group addWaypoint [ _pos, 25]; _waypoint setWaypointType "LOITER"; _waypoint setWaypointSpeed "FULL"; _waypoint setWaypointBehaviour "CARELESS"; _waypoint setWaypointCombatMode "BLUE"; _waypoint setWaypointCompletionRadius 300; _newvehicle flyInHeight 75; [_pos] execVM "scripts\shared\functions\F_StaticLine.sqf";
  8. Helo guys, I'm having an issue in some mission im trying to make. I have a simple paradrop of AI's in a specific area, until that point everything is working just fine. My problem is they got ejected of the plane and when they reach the ground they are dying. The parachutes are opening but they still dying when touching the ground. My general idea is paradrop them, and when they reach the ground they can be killed by players. My question is any help you can give me ? 😄 Any code/script i could use to make this work ? Thanks in advance ...
  9. Hi guys, can you tell me or copy to comments link to some paradrop mode? I think that type of mod where you can you can put an Infantry paradrop symbol and plane will throw paratroopers to that area
  10. I am trying to create a cutscene where a crate is dropped from the air. I use this crate as an 'actor' for the cutscene and delete it after it has served its purpose, after which I just simply have a second crate setup for the actual objective So far everything has been setup right, exepct for the parachute. Which doesnt seem to work properly on a dedicated server The way I have currently set it up is via a series of triggers. First I enable the simulation, unhide it and set its position using the SetPos command Then I proceed to add the parachute using this code: para1 = "B_parachute_02_F" createVehicle [0,0,0]; para1 setPosASL (getPosASL crate1); crate1 attachTo [para1, [0, 0, 0]]; para1 enablesimulation false; Now this seems to work fine in singleplayer, but on a dedicated server it either creates 2 parachutes or it puts the crate in the corner of the map, its really wierd and unreliable Any suggestions?
  11. Josh Jonson

    paradrop waypoint in zeus

    I'm very curious as to how to get this paradrop waypoint in zeus as seen in this video? (at 17 minutes in) The youtuber here seem to be using ACE, MCC, and a few unit and vehicles addons most obviously RHS. Any idea what module or misc mods besides the unit addons are needed for this to work? I know RHS has a paradrop waypoint but it doesn't show up in zeus at all and neither does the 'MCC' modules/systems... Thanks and any help is greatly appreciated. What the youtuber's zeus looks like What it looks like on mine (ACE and MCC installed, seems to have compability issues)
  12. I know that this comes up a fair bit and I was originally posting to ask for help for a solution. This is about the third time I've started this post - and it works out that I finally landed on a solution. Here's the situation, followed by the problem and, happily, the solution. I spawn a flying helicopter (Kajman, Orca, Mohawk, etc) using createVehicle "fly" setFlyInHeight 50-200 I spawn the crew in a group and move them into the helicopter using (as appropriate) assignDriver/assignGunner/assignTurret moveInDriver/moveInGunner/moveInTurret I spawn the troopers in a group and associate them with the helicopter using addVehicle I move them into the helicopter using assignCargoIndex moveInCargo Waypoints are created on the crew group. They are move, careless waypoints. One is set at the start of the drop, one well beyond the start, and one back where the helicopter spawned to get it home again. The waypoint at the start of the drop has waypoint statements on it to start the process of dropping the troops. Waypoints are set on the trooper group. They are conventional infantry move-style waypoints. Sometimes the trooper group is split into one-man groups so that they can each go their own way. The paradrop itself consists of going through the units in the trooper group and using unassignVehicle moveOut allowGetIn false orderGetIn false sleep The result is that the helicopters fly, hit their drop waypoint, the troopers jump - and the helicopter stops. Almost every time. But not always. When the helicopter stops, it slams on the brakes as soon as the first trooper exits the aircraft. Then it will lower to around 50 meters AGL. If the ground below it is flat and open, it will land, then take off and resume following waypoints. Normally they just hover over the terrain indefinitely. If I manually push the helicopter onto the ground, it will also take off and resume following waypoints. The solution? Don't set any waypoints on the troopers until they are out of the helicopter. Note the original order: 1. Create helicopter 2. Create crew 3. Move in crew 4. Create troopers 5. Move in troopers 6. Create crew waypoints 7. Create trooper waypoints 8. Jump ARMA doesn't like the fact that the troopers have waypoints when they exit the aircraft. Reversing steps 7 and 8 solved my problem. My helicopters now fly through their drop at speed and continue through all the waypoints on their list. I hope this helps someone else battling this stuff.
  13. every time i paradrop in a mission i created it gives an error "bad vehicle type", it do not have the same issue with paradroping from vehicles such as helicopters.
  14. Hello, I have a problem with the AI helicopter after paradrop. The helicopter stop following his waypoints after the paradrop. It just stay in hovering flight. I would like to make the helicopter follow his waypoints again after paradroping.... Here is the command that I've put in the "On Activation" field of the helicopter drop waypoint: paratroopers leaveVehicle heli; {_x action ["Eject", vehicle _x];} forEach units paratroopers; I d'ont see what other command line(s) I should use. I defeinitely need an expert. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here is my test senario (3D editor): https://mega.nz/#!FgAn3Rqa!2MR4nIZOQGo2l92l2l0nbHKg8Ar20hm6_r1uW06v1UI GOAL: the helicopter must land at Camp Rogain after paradrop. Thanks and regards. PS: the problem does not happen when the player is the paratroop team leader.
  15. Devastator_cm

    Paradrop Boxes

    Hi All, I am using ACE 3 and RHS. My goal is to paradrop some crates when C130 reaches a waypoint. I created a box which is on ground and want to load it into C130 by a code. Any idea how to do this with ACE3 load? I thought loadcargo [box, c130, false] Should do the trick but didn't work out. In addition to that simple unload cargo will drop the box with parachute right?
  16. Hi guys been a while and start to make some new missions ! I want a paradrop done and the script I use works accept that for some reason the bloody chopper stalls and doesn't go to the next waypoint ! Anyone any idea why this happends and how to solve this pain in the behind problem ? Use; eject.sqf init of the trigger : [] exec "eject.sqf"; Waypoint is far away and on careless slow speed. Like I said they AI get kicked out it is the chopper that stop moving too the waypoint and start landing and hoovering With regards, KillerBee
  17. Hi guys, Is there a mod out there that let me paradrop vehicles and troops? The blackfish would be perfect but you cant put passenger in the cargo version. Thx
  18. Hi folks. Im looking for/requesting a script that: *is called via init of a vehicle (important) *moves a vehicle to a specified position *moves vehicle like 200m up *attaches parachutes *provides gentle drop *maybe plays a plane flyover sound Im using Spyder addons vehicle spawner, so the vehicle in question is _this for scripting purposes. Im working on a portable spawner with can be set up from via action from a helicopter. I got that part done myself, but having a vehicle pop up like that in a middle of the field looks a bit odd, with is why I would like to add a paradrop script to make it a bit fancier. Im not very good at scripting.
  19. Hallo guys. I am looking for a para drop script witch works in multiplayer. I found this: https://forums.bistudio.com/topic/153935-simple-paradrop-script/ But as soon i load it on to the dedicedet server it wont give players a parachute..... I the editor it works great!! Enybody know of a script there works??? TNX!"
  20. Sometime searched for it and didn't founded, so creating the topic. The command letting you parachute any unit, crate, vehicle. [objnull, |o|] call BIS_fnc_curatorobjectedited; Example: _this setposatl [getposatl _this select 0, getposatl _this select 1,(getposatl _this select 2) + 100]; [objnull, _this] call BIS_fnc_curatorobjectedited; Sorry, forgot to insert word vehicles in name.
  21. I have posted this question on a couple of threads , my apologies for duplicating it but I am a Newbie and it wouldnt let me start my own topic. I am having trouble with my helicopter remaining stationary after ejecting the last of its AI paratroopers , despite it having waypoints to go too. It drops the troops ok but then just sits there and wont move. I have tried all sorts and its driving me nuts. Any help would be greatly appreciated. Many thanks.
  22. Hi, I would like to implement a paradrop in one of our next missions. Idea is that 20-30 planes fly over the players and some of the planes should drop paratroopers. Any idea how to script this? Best regards Commander
  23. A couple of times during the history of my Beerkan's Simple-ParaDrop-Script, updates to ArmA III have caused it to fail. However, seasoned veterans of ArmA scripting have become accustomed to this. Unfortunately my script is no longer working. While I've always been able to fix it, and with help from cobra4v320 had it working successfully, it's not working again. This time the issue is as follows:- If I play as the squad Leader, then only I get ejected from the helo. If I play as any unit in the squad. then the whole squad gets ejected. What I need is regardless of the units assignment, I need everyone assigned as cargo, ejected. Here's the script in it's latest form. /* Filename: Simple ParaDrop Script v0.7 Beta eject.sqf Author: Beerkan: Additional contributions cobra4v320 Description: A simple paradrop script that ejects all units assigned as cargo onboard, including players and AI (excluding crew) regardless of group assignments, side etc. If you're in the aircraft you're getting thrown out. 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: _drop = [vehicle, altitude] execVM "eject.sqf" */ if (!isServer && hasInterface) exitWith {}; private ["_vehicle","_chuteheight","_paras","_dir"]; _vehicle = _this select 0; _chuteheight = if ( count _this > 1 ) then { _this select 1 } else { 100 }; _paras = assignedcargo _vehicle; _dir = direction _vehicle; paraLandSafe = { private ["_unit"]; _unit = _this select 0; (vehicle _unit) allowDamage false;// Set parachute invincible to prevent exploding if it hits buildings waitUntil {isTouchingGround _unit || (position _unit select 2) < 1 }; _unit allowDamage false; _unit action ["EJECT", vehicle _unit]; _unit setvelocity [0,0,0]; sleep 1;// Para Units sometimes get damaged on landing. Wait to prevent this. _unit allowDamage true; }; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; _x action ["GETOUT", _vehicle]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. [_x] allowGetIn false;// Still not working. AI group leader still call out to units to board _vehicle } forEach _paras; { waitUntil {(position _x select 2) <= _chuteheight}; if (vehicle _x != _x) exitWith {}; _chute = createVehicle ["Steerable_Parachute_F", position _x, [], ((_dir)- 5 + (random 10)), 'FLY']; _chute setPos (getPos _x); _x assignAsDriver _chute; _x action ["GetInDriver",_chute]; _x allowdamage true; } forEach _paras; { [_x] spawn paraLandSafe; } forEach _paras; The crux of the matter is how and who gets ejected. Paras is defined as the "assignedcargo _vehicle;" So when I call for them to be ejected, it works. But only when I'm not the squad leader. If I play as the squad leader, the ONLY I get ejected. I need this to work in single player and in MP so it ejects ALL "assignedcargo _vehilce" regardless of who is the Squad Leader. ie. AI or a player. There's an error in the rpt file which may help. B Alpha 1-1:1 (Beerkan) (Squad Leader): Unknown action Eject, target B Alpha 1-1:1 (Beerkan) Note I've tried the followingcombinations :- { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; moveout _x; dogetout _x; _x action ["GETOUT", _vehicle]; _x action ["EJECT", _vehicle]; _x action ["EJECT", vehicle player]; _x action ["GETOUT", vehicle player]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. [_x] allowGetIn false;// Still not working. AI group leader still call out to units to board _vehicle } forEach units group player; { _x disableCollisionWith _vehicle; _x allowdamage false; unassignvehicle _x; moveout _x; dogetout _x; _x action ["GETOUT", _vehicle]; _x action ["EJECT", _vehicle]; _x action ["EJECT", vehicle player]; _x action ["GETOUT", vehicle player]; _x setDir (_dir + 90); sleep 0.35;//So units are not too far spread out when they land. [_x] allowGetIn false;// Still not working. AI group leader still call out to units to board _vehicle } forEach assignedcargo _vehicle; Any help much appreciated.
  24. So I have no code for this yet but I wanted to replicate a para drop via the static c130 in military game items. the idea is 30 minutes after the mission starts you can go up to the c130 and the team leader only can mouse scroll like you would on the other flag pole para drop scripts but the team leader select the location of the drop. A count down timer starts for 8 minutes any other squad leaders can at this point in time also get there team in on the jump aswell. would be nice if there was some restriction to how far apart that spot could be based on the first team leaders selection but that isnt quite necessary and is prob not worth the code to complete it at this point. when its done it than teleports all the members in the squad in a pattern in the air that would replicate jumping out of a plane. it cannot be qued by any other team leaders until 45 minutes have passed. than the process restarts itself. any suggestions additions thoughts, or code would be well welcomed.
  25. Hi, I am in the midst of adding more detail to my MP mission, but I have a problem. I will explain what I am trying to do with these units, and what code I have put into it, for it to work. Units: UH-80 - I named this "Helicopter" Para Trooper - I named this "A" Para Trooper - I named this "B" Both Para Trooper's have "This moveincargo Helicopter", so that they start and move with the helicopter. The Helicopter has a simple Move waypoint. Between the helicopter and the Move waypoint, there are 2 Triggers. The two triggers, order the 2 units to eject from the heli using this code, where the letter A/B is the para troopers name and Helicopter is the name of the unit. So, I have to pieces of this code. 1 per Waypoint; A action ["Eject",Helicopter] The Problem So, the main problem is, when the Heli spawns with the units inside, it immediately drops the units. After dropping the units, it doesn't even travel to the waypoint. Sometimes it hovers for around 1 minute, then goes to around 15m Alt, other times it drops immediately to various alts, but it doesn't move to the waypoint. I have no clue as to why it does this. It worked when I first set it up, but broke after adding 2 more paratroopers to the same Helicopter. However, I deleted those para troopers and their respective triggers, along with the Heli, but the problem is still there. Any advice would be welcome :) P.s I am new to all the editing and coding :)
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