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Found 85 results

  1. hy guys for launch a vehicle from an airplane and for transport a vehicle with a chopper what script i can use?
  2. I am using murk_spawn.sqf in my mission. I downloaded the scripts & sample mission from Armaholic. http://www.armaholic.com/page.php?id=7074 Everything works well, except I have a few triggers throughout my mission that spawn an enemy helo and when it flies to one of it's waypoints, the waypoint executes a script to eject the AI in cargo. The problem is, the chutes open and the enemy AI fall out of their chutes and splat on the ground, but the chutes stay open and gradually fall to the ground without any enemy in the chutes. Sometimes the first AI to jump out will stay in his chute, but the rest just fall to the ground fast. I've tried scripting it many different ways and each time I test in single player it works fine, but then I play it in multiplayer and they always fall out of their chutes. Does anybody know why this happens? Does somebody have a better script that is proven to work in multiplayer without the enemy falling out of their chutes? Everything in my mission is done, except for this problem I am having with the parachutes, and I also need a good remove body/vehicle script.
  3. I seen paradrop script that drop entire groups. But this means that the groups have to be very large if you want a large drop. Is there any way to drop multiple small groups or individuals from the one plane. If so could one create a demo mission for an Opfor drop using wings of Russia or just a helicopter. i know this is quite a size able request but i can't find a way to achieve this. regards
  4. I'm making a machinima and I need to do a paradrop with a lot of units like D-day is there a script for this or can some show me?
  5. I cant use the BIS function (which works outside the map btw) because i need to name the vehicle and give it a custom loadout. I use a create vehicle command for the parachute and attack a vehicle to it, now if i do it inside the map, then it works, but if i do it in the desert to the left hand side of the takistan map then the parachutes and vehicle spawn on the ground and not in the air. Any ideas how i can get this to work, or use the bis one to create a named vehicle. Cheers GC
  6. Hey there I'm trying to get 11 AI soldiers out the back of a C-130 flying at 2,000m. They are all given ACE_ParachutePack in their Gear. The plane runs into a trigger that executes: {[trplane, _x] execVM "x\ace\addons\sys_eject\jumpout.sqf"} forEach units group player The problem I am getting is that the AI seem to deploy the chute very late, then never actually get out of it on the ground (there isnt a player model under the chute either). All there seems to be is a load of parachutes bobbing along the ground and some soldiers reporting injured or dead... Is there a better way of doing this?
  7. I use this script for ejecting opfor dudes in a MP mission: // Eject Group from Aircraft // [[grp1,grp2,grp3],vehicle] execVM "veh_eject.sqf" private ["_grp","_grps","_veh","_dude", "_i", "_j"]; _grps = _this select 0; //an array of named groups... _veh = _this select 1; //the named aircraft to use for [{_i=0},{_i<count _grps},{_i=_i+1}] do { _grp = _grps select _i; for [{_j=0},{_j<count units _grp},{_j=_j+1}] do { _dude = units _grp select _j; UnAssignVehicle _dude; _dude action ["EJECT", _veh]; sleep 0.5 + (random 0.5) }; }; The trigger for my waypoint is in there. This did work perfectly in preview - but in mp it makes empty chutes x number of players. So when me and my buddy tested it there were 14 soldiers (correct) but like 28 chutes (wrong). Any ideas?
  8. How to do AI paradrop on ACE? I ask it because I noticed that if done by standard metod: _x action ["EJECT", _heli] ; AI ejects heli, well, but when AI arrive to land the parachute don't deploy, during a while keeps an animation of deployment of parachute in a loop,then after some repetitive animations parachute desapear. Is it a bug or I need to do something?
  9. First offl let me say hi to all, as this is my first post here. I've been creating a mission involving paratropers and an air dropped bmd. I drop the bmd by spawning it or moving it behind the plane and attaching the bmd to a chute. then use the eject script to eject the paratroopers and use a waypoint, get in nearest, but the crew will not enter the bmd.even if the bmd is preplaced on the ground, not dropped, the crew still will not enter after the drop. Also I'm having trouble getting the troopers to follow their waypoints they run in the opposite way sometimes. I'm using ace 2 most current version and the 1.07 patch. i really want to solve this problem to get my air drops to work. thanks all
  10. Hi there, everybody. I'm making a MP mission, where I have two choppers. Both choppers have 12 men inside. Both the choppers and both the squads are NOT in the same group, they are all independent. I'm using this script to get one of the squads to paradrop out of the chopper (this code sample is taken out of another topic): Originally written by Harnu: Make a chopper named Logic1, then place a trigger somewhere the chopper will go past. In the on Activation field do: [logic1] exec "ManDrop.sqs" Make sure all men are in the chopper and have the chopper activate it. And you get a nice paradrop. The Squad successfully paradrop out of the chopper, BUT, once they have reached the ground, the AI squad commander orders everyone to board the chopper again, forcing the chopper to land and pick us up, instead of flying away! And the chopper flies back to its starting position, with the squad still in the cargo room!!! I want to know how I can make the squad paradrop out of the chopper and not climb aboard again! Since the squad are suppsoed to paradrop and follow some waypoints I have given them. So how can I get the squad parachute, and NOT climb back into the damn chopper? All help will be very appreciated! Thanks Stuntman
  11. A lot of people have been asking for this script which i converted from Arma! Well it wasnt really converted as it didnt need edited but here is an example mission i used in this video: EyGNwmaFW8I Download - Heliparadrop.Chernarus.rar
  12. I was wondering if there is a script for AI to paradrop when you order them to disembark from an aircraft, ive tried doing this but they refuse to disembark in while in air. Been looking for a script, no search results so far. Anyone know?
  13. Can some help me with this script. I have this but would like to change the last spawned group to a heli that spawns with a group of enemy units inside(listed above in the other spawned group.) and when it gets to the last wp(wp2_2) have the group para drop out. The group then runs this script: http://forums.bistudio.com/showthread.php?t=87129 and the heli continues on to another wp in seek and destroy mode. Basically I just want the last spawned group to be replaced by the para group and heli. Here's what I have so far: _grp2 = [position spawngroup1, east,["Ins_Soldier_CO", "Ins_Soldier_Medic", "Ins_Soldier_AT", "Ins_Soldier_AA", "Ins_Soldier_MG", "Ins_Soldier_GL", "Ins_Soldier_AR", "Ins_Soldier_Sab", "Ins_Soldier_Sniper"]] call BIS_fnc_spawnGroup; _wp = _grp2 addWaypoint [position wp1_1, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "RED"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointFormation "WEDGE"; _wp = _grp2 addWaypoint [position wp2_1, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "RED"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointFormation "WEDGE"; _grp3 = [position spawngroup2, east,["Mi17_Ins", "Mi17_Ins"]] call BIS_fnc_spawnGroup; _wp = _grp3 addWaypoint [position wp1_2, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "RED"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointFormation "WEDGE"; _wp = _grp3 addWaypoint [position wp2_2, 0]; _wp setWaypointType "MOVE"; _wp setWaypointSpeed "FULL"; _wp setWaypointCombatMode "RED"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointFormation "WEDGE"; (This code is not mine. I got it from this forum but can't remember who. My apologies.) Sorry for this big request but I can't seem to figure it out via the comref or anything else. Yup, I'm a bit dense. ;) Thanks in advance.
  14. I'm sorry but I'm not into scripting yet. Since I have to ask for it... I like to make a air assault type mission with HWK_C130 (what else should I do with it?). However it takes much to long to get all paras out of the plane. I've already decreased the time between the jumpers as far as possible but it still takes too long. Additionally they jump only out of the plane the player is in, but I would recommend to have them jumping out of three planes simultaneously. And now the best (or worst if not possible), in two lines like using both doors. Basically two jumpers instead of one with enough space between them. Would be pleased if someone could tell me if this is possible at least. Thanks
  15. I have a problem while trying to do the following: A group of paratroopers is moved into the cargo of a plane (not a helicopter!). The plane then circles somewhere until it gets the order to move to the drop zone. Now this drop zone should be variable, particularly one of four points marked with a game logic object (also tried it with an invisible H). In the script I therefore tell the plane to move to the selected point's location (like "plane move getpos dropzone"). Alternatively I tried this with the domove command, both with the plane's group as well as the plane itself. Nothing worked. It works fine with all other kinds of units, be it cars, people or also helicopters. But it doesn't work with planes, apparently. So do I have to do something else with a plane? Or is this not possible at all? A search didn't give any useful information on this, so I'd very much appriciate any help.
  16. how would i para drop a bradley or tank from a hercules in a mission? would you use the attach to and if so how? regards
  17. can some help with para drops?
  18. I've tried the script I used to use in OFP but it doesn't seem to work. Can anyone help with how to do an AI para jump from the Hercules please?
  19. Hi! I have this code that I run when my task is completed [C1,"HMMWV_M2"] call BIS_fnc_supplyDrop Then I get a new mission and so on... Now... if my HMMWV_M2 is destroyed by enemy Can I have something like the reinforcement code that is when you play SOM mission and your squad member got killed. Then you got a new squad member, right. How to make that happend with this HMMWV_M2? Any idea where I can look, and where to start?
  20. http://operationflashpoint.filefront.com/file/An72_Coaler;43000 im looking for the the script file mentioned on the above link "trenchfeets paradrop script"
  21. First of all please excuse me if I'm posting this in wrong place of the forum (if it is so, please admins move it). Now about my issue, I'm making an MP mission in which I have a chopper transporting 8 men not in some group. I need when the chopper gets into a triggered area, these 8 men to be eject paradropping. Sound easy but so far any attempt in MP (either me as a server or on a dedicated) was a failure (usually most of the units jumping without parachute and they are killed). Can anyone help me on this. Note as I said that the units are not groupped (I don't want them to be). Thanks in advance. Aplion
  22. First of all please excuse me if I'm posting this in wrong place of the forum (if it is so, please admins move it). Now about my issue, I'm making an MP mission in which I have a chopper transporting 8 men not in some group. I need when the chopper gets into a triggered area, these 8 men to be eject paradropping. Sound easy but so far any attempt in MP (either me as a server or on a dedicated) was a failure (usually most of the units jumping without parachute and they are killed). Can anyone help me on this. Note as I said that the units are not groupped (I don't want them to be). Thanks in advance. Aplion
  23. Hello, Is there a way by script to paradrop ammo crates on the battlefield ? Not only spawning the crate on the ground, i really talk about a ammo crate with parachute over. Do you think it can be done ?
  24. hi guys .. i seem to be having issues with a script to eject a group from chopper on dedicated server play ... ======================= ;?!(local server) : exit _Group = _this select 0 _Vehicle = _this select 1 _listunits = units _Group _A = 0 _B = count _listunits #KEEPSENDING _listunits select _A action ["EJECT", _vehicle] Unassignvehicle (_listunits select _A) _A=_A+1 ~.5 ?_B >_A:goto "KEEPSENDING" ~.5 MoveNext = TRUE ======================= i have logic server in mission... the problem only occurs on dedi server.. instead of the 12 paras who start the mission in cargo being ejected it looks like 12 paras eject for everyplayer who is in game .. 10 players = 120 paras (some empty chutes ) can anyone see what im doing wrong or know of another paradrop script i could use (dedi friendly) many thanx in advance shark-attack  :crazy couldnt seem to wrap code so sorry in advance also
  25. bulletninja

    paradrop?

    hey all, right, so i have a plane, filled with 8 OPFOR, then its going to fly over and island, and drop them, them me (sniper) takes the boat, and kills them ALL! only problem i cant work out how to get the 8 Opfor soldiers to jump out of the plane. im using that BE-32K addon. its neat thanks yea, i searched, using heaps of different words, searching from "the beggining" and i did it for about 20 mins, so before someone tells me to search, go and fix the search first. thanks!
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