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Found 5 results

  1. 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?
  2. Hi guys. I'm back after a VERY LONG time away, and find out that i still can not code to save my life! Can someone help me please? I'm sure this exists elsewhere and I'm sorry, I have searched but came up blank. I'm trying to write a little script to drop me and my AI (or player) team out of a BlackFoot. I 'could' give each unit a parachute backpack and force them to 'eject' as the plane goes through a trigger right? But I don’t want to do that, as the units will loose their default backpacks (medic, ammo bearers, explosive guys, etc). So what I’m doing is spawning a 'steerable_parachute' behind the plane and moving each unit in turn using movindriver. The problem is that they will not move to the chutes if they are in the plane. If they start on the ground, they'll instantly move to the chute. If i put them in the plane first at the start of the mission, they will not lose their association with the plane. UnassignVehicle doesn’t work. Can anyone please help me sort this stupid little issue please, it's driving me nuts! (I could share the script if you wish, but it's so rudimentary (and doesn't work!) there's no real point.
  3. 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
  4. 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.
  5. 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.
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