View Full Version : HALO, how to add it ?
how can I add Halo in my mission
Intruder_GER
Jun 2 2009, 07:23
Write this in a trigger
Name_of_Aircraft lock false;
Name_of_Player action [ "eject", BIS_MV22];
Name_of_Player setvelocity [0,0,0];
[Name_of_Player] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
Regards Intruder
Write this in a trigger
Regards Intruder
all you need is > [this] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs" < in each units inits unless you wanna force the Eject then u need a Para jump script :)
Nicholas
Jun 6 2009, 03:25
Thanks, this works great :)
monty67t
Jun 6 2009, 06:06
Yes, it does work great! However, is there a way to make it so you can HALO after you respawn. Using the method Junker posted works great initially, but if you respawn and want to HALO or HAHO again, it doesn't work. Any help is appreciated.
Thanks,
Monty
it don't work for me because I don't want to use after ejecting a plane but after a setpos at 2000 meter
Icewindo
Jun 6 2009, 10:08
Yes, it does work great! However, is there a way to make it so you can HALO after you respawn. Using the method Junker posted works great initially, but if you respawn and want to HALO or HAHO again, it doesn't work. Any help is appreciated.
Thanks,
Monty
Try it this way, create a init.sqf in the mission folder which contains this:
[] execVM "bla.sqf";
And put this into the bla.sqf
while {true} do {
waitUntil {!alive player};
_p = player;
waitUntil {alive player};
_p = player;
_p exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
};
it don't work for me because I don't want to use after ejecting a plane but after a setpos at 2000 meter
found
after a setpos you must use
[player] exec "ca\air2\halo\data\Scripts\HALO.sqs";
:yay:
Shadow.D. ^BOB^
Jun 7 2009, 22:04
Using the above method, doesnt allow you to control the direction of your descent before opening you chute. Is there anyway of getting full HALO control using the setpos?
monty67t
Jun 9 2009, 21:27
Try it this way, create a init.sqf in the mission folder which contains this:
[] execVM "bla.sqf";
And put this into the bla.sqf
while {true} do {
waitUntil {!alive player};
_p = player;
waitUntil {alive player};
_p = player;
_p exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
};
Something not right here. It's not working after respawning. Any ideas on what might be wrong?
SiC-Disaster
Jun 13 2009, 17:41
I've also got that one problem with it:
After setting position at a 1000 meters and engaging in HALO, i can't steer the direction i'm going during the jump.
That means i land waaaay off target and have to trek several kilometres to the actual objective.
Also, this problem might be just on my side, but after opening the chute my camera bounces all over the place.
---------- Post added at 05:41 PM ---------- Previous post was at 04:07 PM ----------
Some further experimentation shows me that it is not the camera shaking around so badly, but the player itself.
If i am in first person or third person mode the camera shakes horribly, but when i use the command camera it is fine, and i can see that the parachute itself is shaking around so badly.
BlackSheep
Jun 13 2009, 21:23
try this code work's for AI too ;)
but this in the init line of the unit
this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000];
this flyinheight 1000;
this setvelocity [0,0,0];
[this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
Drojman
Jun 13 2009, 21:38
Sorry if it's already been explained, how would you do a squad HALO?
SiC-Disaster
Jun 14 2009, 00:15
Thanks BlackSheep, got it all to work now! :)
BangTail
Jun 28 2009, 13:13
I've also got that one problem with it:
After setting position at a 1000 meters and engaging in HALO, i can't steer the direction i'm going during the jump.
That means i land waaaay off target and have to trek several kilometres to the actual objective.
Also, this problem might be just on my side, but after opening the chute my camera bounces all over the place.
---------- Post added at 05:41 PM ---------- Previous post was at 04:07 PM ----------
Some further experimentation shows me that it is not the camera shaking around so badly, but the player itself.
If i am in first person or third person mode the camera shakes horribly, but when i use the command camera it is fine, and i can see that the parachute itself is shaking around so badly.
Ditto, it's seriously annoying.
Eth
NorthStar
Jun 28 2009, 18:55
Can anyone help me with this issue... even if an AI unit is executing the script, my screen temporarily blacks out when the script is triggered, as if I'm the one doing the HALO jump (this is when using HALO_getout.sqs).
camus25555
Jun 28 2009, 18:58
Can anyone help me with this issue... even if an AI unit is executing the script, my screen temporarily blacks out when the script is triggered, as if I'm the one doing the HALO jump (this is when using HALO_getout.sqs).
yea i ve got same problem
Snakelet
Jul 8 2009, 13:52
As per the camera shaking problem mentioned above, does anybody have a fix or answer as to why the camera goes spaz once the parachute is opened?
Got the same problem too. Can't check right now, but does this occur if you start the unit in a heli, then force eject?
Snakelet
Jul 8 2009, 14:29
Perhaps, but it seems fine until I select open parachute, then it just goes spastic. I'll experiment more when I can and if I have any success will let you know :)
I tried it out of a chopper, still the same effect. I'm going to tear up some other missions that use a HALO drop... see what I can find.
Snakelet
Jul 12 2009, 11:16
Yeah I haven't had much luck with it yet, but have not had much of chance to work on it much either :P
Currently my guy ejects from a moving plane, does his freefall, and once I activate the open chute, it flicks about like crazy.
I used the teleport/halo jump in Domination whilst playing online I believe, and I think I did notice some minor flicker on my second jump, but nowhere near as crazy as I'm seeing it during what I have scripted.
I have considered adding some velocity to the setVelocity part of the code to try and make it match the vehicle I am exiting, but I am no programmer, so it will definately take some time for me to work out. Although considering that the freefall part of the jump works fine, I don't think it is a velocity issue.
Crazyfox
Jul 14 2009, 08:59
Neeeeeed fix for blacking out when ai ejects and that shaky chute! :banghead:
katdogfizzow
Jul 17 2009, 03:46
Thanks for the scripts guys it works great and its awesome most of the time....BUT,
I have 2 problems problems so I cant use:
1) Random deaths at ejection point.
(Not sure if my setvelocity has anything to do with this: 0,0,0) I even tried to have the c130 clmb slightly...still the often death at ejection for some players.
2) Also, a random case where a teammate landed on a hill and couldnt leave the parachute. This I could probably live with..maybe he twisted his ankle..ha
Any help or ideas would be appreciated, it is awesome when it works.
2) Also, a random case where a teammate landed on a hill and couldnt leave the parachute. This I could probably live with..maybe he twisted his ankle..ha
This seems to be universal for HALO drops, I did it just last night on Domination, moments before being shredded by a Tunguska. Steep hills seem to cause this.
Snakelet
Jul 17 2009, 16:30
Well I've narrowed the crazy chute problem to the sleep 0.001 in the parachute_init file. 0.001 is the smoothest it gets unfortunately. I cannot think of way to fix it's stuttering. I also noticed that during the parachute tutorial it slightly stutters :(
katdogfizzow
Jul 22 2009, 02:07
Are you guys experencing random deaths at ejection also?
i wonder if its because Im forcing the eject. :eek:
Snakelet
Jul 23 2009, 03:48
With what I am doing, yes sometimes. I thought it was because of the fact my guy launched up a bit when ejecting (so helicopter propellor got him) or perhaps the wings clip me when moving fast. But yes, deaths do occur, though rare.
Manzilla
Jul 28 2009, 14:59
Alright I'm stumped on this one. I've been making a mission that starts with a HALO insertion for myself as group leader and the other 3 AI members of my team. Well I've been testing the mission in the editor this morning and simply moving enemies around for better effect. I haven't added anything to the mission. The first 3 times I jumped this morning HALO worked perfectly, and it's worked for 3 days since I added to the mission. But now my player can not move while in the air anymore until after I open the chute. I seem to get stuck facing north and the movement keys barely work. I can slow all the way down to 0 but I can barely move my positioning left or right. Every time I hit the A or D key all I get is a jerking, slight movement. By the time I get turned 180 degrees to the original direction I was facing when I jumped I'm already splattered on the ground. I can steer the chute when it's deployed but can't move prior.
I'm absolutely stumped. Again, I didn't change a thing except the placement of a few things. I've tried restarting the game and computer but nothing helps fix the issue.
Can someone provide some insight or PM me if you'd being willing to check out the issue for yourself. The mission isn't complicated at all and getting close to a beta state. It won't be to difficult to check out how I got it set up.
I'd appreciate the help.
Snakelet
Jul 29 2009, 09:33
Try making your mouse sensitivity higher and turning using your mouse? I have my mouse at max sensitivity (G5) and it takes a bit to turn, but it does turn.
Meatball0311
Jul 30 2009, 15:02
Let me ask this...
I am trying to insert my unit by Airborne drop. I want to addAction to my player in order to control when the unit disembarks the plane.
I tried adding this in the "init.sqf"
player addAction ["JUMP", "jump.sqf"];
no action is added until after I "Eject" from plane???
- how can I add an action at game start to the players action menu so they can control when the unit "jumps" out of plane?
- also what will I use in the sqf.script that will tell every member of the unit to "jump" when I use the added action?
Grimes [3rd ID]
Jul 31 2009, 06:48
So all I want is a script that allows a player to HALO jump multiple times, after respawning. No AI involved. Could someone please post that script or help me find it? Thanks
Starlight
Jul 31 2009, 07:39
You could look at and use Norrin's revive script which includes a Helicopter respawn point which allows you to jump out and Halo (fall to ground) / parachute. It does not have the proper Halo animation if I remember correctly
I know this is quite off-topic but. Do you have sounds while "flying" after ejection from a plane ? The rendering of the HALO is quite good but I was wondering if it was some conflicts due to sound mods or if it doesn't have sound from the very beginning. It seems to have only ambient sound on a ground, ok... why not. But what about the wind ? I mean we are falling from the sky at crazy speed, and it's dead silent ?o_o. Sounds too wrong.
MadJackChurchill
Jul 31 2009, 20:22
@<hidden>
Had trouble figuring out the HALO implementation and in my search I found this:
http://arma2-editing.blog.de/2009/06/13/fallschirmabsprung-flugzeug-heli-6295473/
Yes, it is in german, google translate should make some sense of it :D
Should help you with what you are looking for.
Welcome back ! I'm trying to make a mission with HALO but I have a huge probleme... Halo is running really slowly when there is even only few things in the editor. I observed that scripts are having trouble to launch and work well. I tried also the UAV module in a large scale HQ on Utes ( with many waypoints everywhere , 2-3 others module ). And it's a pain in the ass. Even Halo can't be played whell. It's like the game is slowed down because of ressources but it isn't... It's running smooth and I don't have any FPS losses. Only scripts that are slowing. Is there a way to avoid this ?
Thanks
Thanks for the help so far everybody, been reading all the threads I can find on HALO and got it to work up to a point. That is to say I have a 4 man team (each individually named), player as the leader with
{_x moveInCargo c1} foreach units this;in his init line. I have a chopper c1, flying at 500 plus, with waypoints and a trigger, Blufor present, with
TL action [ "eject", c1]; TL setvelocity [0,0,0]; [TL] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; DS action [ "eject", c1]; DS setvelocity [0,0,0]; [DS] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; AR action [ "eject", c1]; AR setvelocity [0,0,0]; [AR] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; AG action [ "eject", c1]; AG setvelocity [0,0,0]; [AG] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"; so all works good enough....But the AI's seem to drop almost vertically down, even landing behind the position of the trigger whereas I am moving forward with the natural velocity of jumping from an aircraft, as you would expect, so that we land a Km or more away from each other. Unless I turn and head towards them. Is there anyway to mark the landing zone for the AI's to head for while parachuting. So that I can keep the team together and accurately land at a precise spot and not get separated in the Drop.
{USI}_Zombie
Aug 13 2009, 21:32
try this code work's for AI too ;)
this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +1000];
this flyinheight 1000;
this setvelocity [0,0,0];
[this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
but this in the init line of the unit
This works, but thanks to BlackAlpha's help in another thread...this works even better:
[this, 1950] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
where the 1950 in the above code is the units starting altitude. No need for setpos any more. Units will start out already in freefall, so if you want to skip the jumping part and just start with the falling part.
{USI}_Zombie
Aug 18 2009, 22:33
I have HALO working as well as advertised, but the main problem is that the halo script will always make me face north. I want to point at a dynamic marker so I tried
[u1, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u2, 1800] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u3, 1850] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u4, 1875] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u5, 1900] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u6, 1950] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u7, 1975] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
[u8, 2050] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
_lzpos = getMarkerPos "lz";
_dropDirection = (position player select 0) - (_lzpos select 0) atan2 (position player select 1) - (_lzpos select 1);
player setdir _dropDirection;
but still I always point north. I doublechecked all names and they are correct
Specter82
Aug 19 2009, 02:28
Is there a way to HALO with a Steerable Parachute
Snakelet
Aug 19 2009, 03:21
Yeah, it is the default parachute you get when you call "ca\air2\halo\data\Scripts\HALO_getout.sqs".
Last time I used it though it was buggy (camera glitches and is very annoying), but it works.
This also works:
[this, 1950] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
Which I thought might restore the sound effects you are supposed to be hearing while falling (i.e. BIS_HALO_Flapping and BIS_Steerable_Parachute_Opening), but in neither case do I hear these sounds during the jump.
I also went back to boot camp and played the parachute training mission again and heard no additional sounds there either, other than the chopper fading away after ejection and then the environment sounds when I am quite close to the ground.
Is the sound bugged?
---------- Post added at 02:34 AM ---------- Previous post was at 02:24 AM ----------
edit:
I think I found the problem by peeking in the config.bin. CfgSounds contains these sounds which call the following files: "\ca\air2\halo\data\flapping.ogg" and "\ca\air2\halo\data\parachute_opening.ogg", neither of which are located there. Did BIS forget to add them?
---------- Post added at 02:54 AM ---------- Previous post was at 02:34 AM ----------
edit 2:
Yep, they forgot them. Put some test sounds into air2.pbo with the file names and location called and replayed the parachute training mission. Now I can hear sounds related to the jump.
I wonder if this has been added to the bug list on the A2 Community Issue Tracker.
---------- Post added at 03:15 AM ---------- Previous post was at 02:54 AM ----------
edit 3: Couldn't find anything on the tracker so added a new issue.
Edit 4:
I have fudged in some sounds to replace the missing ones. Freefall sounds preety cool but it walks on the chute opening sound - don't know how to fix this but I'm sure it's doable. I think it would be better to have a third sound that plays when "flying" the parachute (light wind sounds, quiet fabric flapping, possibly unit breathing too). Have added this to the tracker (#3780, btw).
Snakelet
Aug 23 2009, 03:16
Camera glitchyness on steerable parachute seems to be fixed on patch 1.03. Still slightly there but nowhere near as bad and very useable now.
Callsign
Aug 26 2009, 19:24
Heya, my AI team just fall to the ground with this;
this setpos [(getpos this select 0), (getpos this select 1), 1000]; [this] exec "ca\air2\halo\data\Scripts\HALO.sqs";
How can I get them to open their chutes?
{USI}_Zombie
Aug 26 2009, 20:27
Heya, my AI team just fall to the ground with this;
this setpos [(getpos this select 0), (getpos this select 1), 1000]; [this] exec "ca\air2\halo\data\Scripts\HALO.sqs";
How can I get them to open their chutes?
use this code:
[this, 1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
what you wrote calls halo.sqs, you need to call halo_init.sqs
Callsign
Aug 26 2009, 22:00
Ah cool, cheers!
camus25555
Sep 11 2009, 09:45
in the init i ve got this:
this addaction ["HALO Insert","script\halojump1.sqs"];
in multiplayer coop, when the plane has been destroyed then respawned "HALO Insert" command is not available anymore in the menu. i think it's a problem with respawn script.
Ootoito.Totoy
Sep 15 2009, 07:28
Hi,
I can't find this script
ca\air2\halo\data\Scripts\HALO.sqs
Please anybody can help me. Thx.
{USI}_Zombie
Sep 15 2009, 08:24
Hi,
I can't find this script
ca\air2\halo\data\Scripts\HALO.sqs
Please anybody can help me. Thx.
That script is buried in a pbo file, air2.pbo in your arma2/addons folder. The game will find it and use it if you call it as described in the thread.
Ootoito.Totoy
Sep 15 2009, 10:40
That script is buried in a pbo file, air2.pbo in your arma2/addons folder. The game will find it and use it if you call it as described in the thread.
Thank you very much.
bcritch4
Sep 16 2009, 22:14
I can't figure how to get HALO_init.sqs to work, neither can a friend of mine. We both purchased and downloaded off of Steam and when we seek to use the
this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) +2000]; this flyinheight 2000; this setvelocity [0,0,0]; [this] exec "ca\air2\halo\data\Scripts\HALO_init.sqs ";
and test the mission it gives us a message saying that the script was missing... specifically ca\air2\halo\data\Scripts\HALO_init.sqs
Can anyone PLEASE help me? I'm getting a few other errors in game as well, like files missing. Thoughts anyone Please!
kylania
Sep 16 2009, 22:17
All you need is this:
[this, 2000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
On the forums here you had a space at the end of sqs, you don't have that in your code do you?
bcritch4
Sep 17 2009, 00:23
I believe that i did have the space but i don't believe that it makes a difference... I will try and get back to you. Assuming that the space is NOT an issue, any thoughts on what i may have to do? Will it be probably only solved by buying a hard copy? I have redownloaded the game from steam 3 times but still nothing.
---------- Post added at 05:23 PM ---------- Previous post was at 05:17 PM ----------
Thank you, turns out it was that space that i hadn't noticed... Guy who gave me it didn't say anything about erasing the space or anything... Boy do i feel stupid. Thank you!
Bunny75
Oct 16 2009, 09:11
Try it this way, create a init.sqf in the mission folder which contains this:
[] execVM "bla.sqf";
And put this into the bla.sqf
while {true} do {
waitUntil {!alive player};
_p = player;
waitUntil {alive player};
_p = player;
_p exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
};
Does the init.sqf still need respawn and delay variables and the respawn_west or/and marker in the mission?
MaveryQ
Oct 24 2009, 14:56
Yes, it does work great! However, is there a way to make it so you can HALO after you respawn. Using the method Junker posted works great initially, but if you respawn and want to HALO or HAHO again, it doesn't work. Any help is appreciated.
Thanks,
Monty
Originally Posted by Icewindo
Try it this way, create a init.sqf in the mission folder which contains this:
[] execVM "bla.sqf";
And put this into the bla.sqf
while {true} do {
waitUntil {!alive player};
_p = player;
waitUntil {alive player};
_p = player;
_p exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
};
It doesn't work ... any idea !???
After respawn, my soldier have a standard parachute and not a HALO parachute !!!
Is this HALO the thing that allows you to freefall before opening chute, and then allowing you to control you chute?
MaveryQ
Oct 25 2009, 07:24
Is this HALO the thing that allows you to freefall before opening chute, and then allowing you to control you chute?
You're right.
BOTA:49
Oct 25 2009, 07:27
It doesn't work ... any idea !???
After respawn, my soldier have a standard parachute and not a HALO parachute !!!
Change HALO_getout.sqs to HALO_init.sqs. I think that was the right one.
MaveryQ
Oct 25 2009, 08:44
Change HALO_getout.sqs to HALO_init.sqs. I think that was the right one.
Sorry but it doesn't work.
with HALO_init my soldier is dead when he spawn for the first time on the island utes and then he have not the HALO parachute. I see on my hold body "open parachute".
I tried with HALO.sqs but it's the same thing.
The only one is HALO_getout.sqs. it works once and then i getout with a standard parachute !
How can i do to have for all jump a HALO parachute ?
PS : Sorry for my poor english, I'm french !
Whem i land with HALO on a roof, my soldier appear at the ground-floor of the building !!!!!
Is it a bug ???
Manzilla
Nov 4 2009, 19:47
I'm assuming there must be something that only allows you to land on the ground. This is probably some sort of bug or limitations but I really have no idea. Just assuming here. I've never tried it before but it sure would be nice to be able to land on a building top in some instances. Are you only trying it via HALO or have you tried it with a steerable chute and just doing a normal jump?
I'm assuming there must be something that only allows you to land on the ground. This is probably some sort of bug or limitations but I really have no idea. Just assuming here. I've never tried it before but it sure would be nice to be able to land on a building top in some instances. Are you only trying it via HALO or have you tried it with a steerable chute and just doing a normal jump?
I put this line in the unit's init
ca\air2\halo\data\Scripts\HALO_getout.sqs
how can i have a steerable chute without HALO parachute ?
Manzilla
Nov 4 2009, 20:18
Not too sure to be honest. Maybe it's only available via HALO jumps. There was a thread a while back that asked about adding the steerable chute but a search didn't bring it up. I just tried a HALO jump and had the same thing occur when I landed on a building top. That blows. Hopefully someone knows of a fix.
in HALO.sqs there is :
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
How can i do to have the unit dir of the player when he was in the plane and not North direction ( 0 ) ???
in HALO.sqs there is :
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
How can i do to have the unit dir of the player when he was in the plane and not North direction ( 0 ) ???
Maybe vectorDir? Otherwise I don't think it is possible.
Maybe vectorDir? Otherwise I don't think it is possible.
_HALOunit = _this select 0
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
I try with getDir but I don't find the right object ?!
I would like to put :
BIS_HALO_unit_dir = getDir Object
But with object = _HALOunit or _this select 1 it doesn't work ...
Any idea ???
kaladorn
Nov 25 2009, 07:37
Not too sure to be honest. Maybe it's only available via HALO jumps. There was a thread a while back that asked about adding the steerable chute but a search didn't bring it up. I just tried a HALO jump and had the same thing occur when I landed on a building top. That blows. Hopefully someone knows of a fix.
I tried this too with similar results. I've had similar issues with trying to start aboard the USS Khe San on Utes map. I end up in the water rather than on the deck. (At least, it seems similar).
For the people who were having trouble with the HALO drop and getting stuck in chutes, I had this happen when I was dropping into a clearing at a steep angle on a hill near a hilltop objective.
I was then being dragged while still in the chute (which I thought of as a cool manifestation of actual parachute physics, rather than a bug) until I *ejected* from my chute, then I was fine and ready to move normally.
I sort of look at this as 'the chute is still full of air and dragging you and you need to cut away'. So try EJECT next time you get stuck like this.
And retroactively, thanks to Norris for the good directions on doing a helo extraction!
{USI}_Zombie
Nov 25 2009, 08:45
as for being placed on the ground when landing on a building, it's not a bug, at least not with the halo scripts. It is actually scripted in. Problem is with the building. The top of the building is getpos select 2 <= 1 but when the script ejects you from the chute it setpos's you on the ground. Near as I can figure the script get confused as to where getpos select 2 actually is.
As for which speed and direction you are facing in freefall and once you open the chute, I had to extract the scripts and modify them
top of halo.sqs for the freefall
BIS_HALO_unit_dir = direction _halounit
BIS_HALO_unit_speed = 0
BIS_HALO_turnR = 0
part of halo_parachute.sqs that affects when you 1st open the chute
_pos = [position _para_unit select 0, position _para_unit select 1, (position _para_unit select 2)]
_vehicle setPos _pos
_dir = direction _para_unit
_vehicle setdir _dir
_para_unit moveInGunner _vehicle
~0.001
_vehicle lock true
part of parachute.sqf that puts you on the ground I commented out the setpos
f ( position _chute select 2 <= 1 ) then
{
_para_unit action [ "eject", _chute];
_chute animate [ "hide_chute", 1 ];
deleteVehicle _chute;
_para_unit setdammage 0;
_para_unit setvelocity [0, 0, 0];
//_para_unit setpos [ getpos _para_unit select 0, getpos _para_unit select 1, getpos _para_unit select 2];
hope this helps
MaveryQ
Nov 26 2009, 19:49
So i give you what i tried and it works...
At the beginning of parachute.sqf
boucle = 0;
And when we look for the altitude
// On récupère la hauteur par rapport au décor en-dessous
hauteur_relative = position _chute select 2;
if ( hauteur_relative <= 1 ) then
{
// On récupère la hauteur par rapport au niveau de la mer
hauteur = getposASL _para_unit select 2;
_para_unit action [ "eject", _chute];
_chute animate [ "hide_chute", 1 ];
deleteVehicle _chute;
_para_unit setdammage 0;
_para_unit setvelocity [0, 0, 0];
// On positionne le joueur par rapport au niveau de la mer
_para_unit setPosASL [ getpos _para_unit select 0, getpos _para_unit select 1, hauteur-hauteur_relative ];
// On sort de la boucle principale
boucle = 1;
};
Now i want to add an action to remove the parachute so to fall again and to reopen a parachute
but when i add in parachute.sqf
_remove_parachute = _para_unit addAction ["Decrocher Parachute", "HALO_Scripts\Decroche_Parachute.sqs"]};
the steerablity is lost ... and i don't see the action on the screen and i can't make the action !
Have you any idea ???
{USI}_Zombie
Nov 27 2009, 08:06
will have to experiment with this. I gather what you want is while under a chute, cut it away, fall some more, then reopen another "reserve" chute?
without trying 1st, my try would be to call halo.sqs again from inside parachute.sqf . Give me a couple days and I'll see if I can hammer it out. Good idea by the way, never really considered using a reserve chute.
The teleport to ground level is solved by changing getPos to getPosATL.
MaveryQ
Nov 28 2009, 12:34
BIS_HALO_unit_dir = direction _halounit
BIS_HALO_unit_speed = 0
BIS_HALO_turnR = 0
direction _halounit doesn't return the good direction. !!!!!!!
My heli fly with direction 359 seen on the screen. and direction _halounit give me 81.77 !!!!!!! On utes with MH60S
and on chernarus 229 give me 142.862 on Mi-17 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I don't understand why ???
it looks like it's different with the heli !
like the door on the MH60s is on the right and for the Mi-17 on the left !!!!
How can i have the direction before the jump ???
in HALO_getout.sqs we have
@<hidden> (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
so we have to change it to have the direction of the heli before the jump !!!????
Any idea ???
Can we have a line like
@<hidden> (typeOfAction (_HAlounit) == "Eject") ?????
I would like to put
@<hidden> (currentTask (_HALOunit) == "Eject")
getDir (vehicle _HALOunit)
@<hidden> (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
But the first line doesn't work !!!!!!!
{USI}_Zombie
Nov 28 2009, 18:52
I have never used halo_getout.sqs so I really don't know the parameters for it. But what direction you are facing after you leave the aircraft most likely aircraft dependent. You seem to get out of different vehicles in different places. If it is that important to be facing the same direction as the aircraft after you get out then try BIS_HALO_unit_dir = direction name of aircraft.
When I get time I still intend to work on a reserve chute option.
MaveryQ
Nov 28 2009, 19:43
in HALO_getout.sqs there is :
;// wait that the player drive the normal parachute
@<hidden> (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
if i put ;// wait that the player drive the normal parachute
@<hidden> hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", getDir _HALOunit, direction _HALOunit];(typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"]
I see that when i get in the MH60S which have a direction like 360, I print on the screen 86.......
I don't understand !!!
the line
[player] exec "HALO_Scripts\HALO_getout.sqs";
is in the respawn of the player
So the hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", getDir _HALOunit, direction _HALOunit]; show me the direction of the player and when i get in the helo the update of the value is stoped at 86.024 .....
MaveryQ
Nov 29 2009, 12:01
How can i do this
@<hidden> (
(good_dir = direction (vehicle _HALOunit))
&&
((typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute","BIS_Steerable_Parachute"])
)
????
MaveryQ
Nov 29 2009, 19:41
OK that is the solution for the HALO_getout.sqs file :
_HALOunit = _this select 0
;// wait that the player drive the normal parachute
#LOOP
good_dir = direction (vehicle _HALOunit)
~0.1
? ((typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute"]) : goto "Suite"
goto "LOOP";
#Suite
;// Delete the default parachute
_defaultparachute = vehicle _HALOunit
deleteVehicle _defaultparachute
;_HALOunit switchmove ""
;// Smooth transition
titleText ["", "BLACK FADED", 100];
~1.1
titleText ["", "BLACK IN", 2];
;// Do the effects
? (_HALOunit == player) : playsound "BIS_HALO_Flapping"
[_HALOunit,good_dir] exec "HALO_Scripts\HALO.sqs"
exit
And for HALO.sqs
_HALOunit = _this select 0
BIS_HALO_unit_dir = _this select 1
BIS_HALO_unit_speed = 50
BIS_HALO_turnR = 0
_HALOunit_pitch = -90
_i1 = 50
_i2 = 0
playsound "BIS_HALO_Flapping"
_HALOunit switchMove "HaloFreeFall_non"
keyspressed = compile preprocessFile "HALO_Scripts\f\keyspressed.sqf"
(findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]
_open_chute_action = _HALOunit addAction [localize "STR_HALO_OPEN_CHUTE", "HALO_Scripts\HALO_Parachute.sqs"]
_HALOunit switchMove "HaloFreeFall_non"
#loop
~0.001
_i1 = _i1 + 1
_i2 = _i2 + 1
_HALOunit setdir BIS_HALO_unit_dir
_vel = velocity _HALOunit
_dir = direction _HALOunit
_HALOunit setVelocity [(sin _dir*BIS_HALO_unit_speed),(cos _dir*BIS_HALO_unit_speed),(_vel select 2)]
;// Anims system
? (BIS_HALO_unit_speed > 50) && (_i2 > 80) : _HALOunit playMove "HaloFreeFall_F"; _i2 = 0
? (BIS_HALO_unit_speed < 50) && (_i2 > 250) : _HALOunit playMove "HaloFreeFall_non"; _i2 = 0
? (BIS_HALO_unit_speed > 80) : BIS_HALO_unit_speed = 80
? (BIS_HALO_unit_speed < 1) : BIS_HALO_unit_speed = 0
? (_i1 > 50) : playsound "BIS_HALO_Flapping"; _i1 = 0
hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", (round (getpos _HALOunit select 2)), 999]
;//BIS_HALO_unit_speed]
? (position _HALOunit select 2 < 2) : _HALOunit playmove ""; _HALOunit switchmove ""; _HALOunit setvelocity [0,0,0]; _HALOunit setdammage 1; exit
? (alive _HALOunit) && (vehicle _HALOunit == _HALOunit) && (position player select 2 >= 2) : goto "loop"
? (vehicle _HALOunit != _HALOunit) : exit
exit
Reimann
Dec 20 2009, 12:49
How would I have units perform the jump only after the aircraft enters a trigger? That is, unknown, respawned, multi-player units. I do have the aircraft varName if it helps.
'Player' affects all units (players already on the ground suddenly fall to their death), but everything I've tried to make it only the units in the triggerlist or aircraft returns "error undefined variable in expression: _halounit", or 'typed array, expected [anything else]', or breaks in some way or other...
Ed: Nevermind - I was able to get it through yet another dirty script. I suppose it doesn't really matter how it comes about in the end...
_unit = assignedCargo c130;
{[_x,1000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";}
foreach _unit;
Reimann
Dec 22 2009, 18:08
Actually, this would only work when I respawned as host. It just drops me out without a parachute on a dedi server. Anyone know what the problem is?
ARGH! It was an error in the BIS script! So much wasted time thinking it was something I'd done.
DemonFire
Dec 27 2009, 03:20
Hey all hate to go back to square 1 but I have a few problems... I can't get the code to work. This is what I've done:
I copy and pasted this code into the initialization for the unit:
[this] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs
After this didn't work then I stuck the unit in a plane and made that plane go across a waypoint with the following act script: (unit is called guy)
guy setpos [getpos guy select 0, getpos guy select
1,(getpos guy select 2) +1000]; guy flyinheight 1000; guy
setvelocity [0,0,0]; [guy] exec "ca\air2\halo\data\Scripts
\Halo_init.sqs "
This didn't work becuase the game couldn't find the script (and I have no idea how to install scripts with the STEAM version of the game :confused:)
Lastly, I changed the trigger act script to this:
daplane lock false;
daguy action [ "eject", daplane];
daguy setvelocity [0,0,0];
[daguy] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
Like the first try this just didn't work at all.
This way of coding is really new to me (I'm a java guy). If someone could help me out with this I'd really appreciate it. All I want to do is to get myself and a squad of AI to HALO jump out of a plane...
Also, I know this is a really old post. So if no one posts back after a few days I'll create a new topic. (although I know that the mods here go insane when that happens :p)
Nephris1
Jan 4 2010, 14:08
...
sry.
st3a1th
Feb 14 2010, 10:32
where do you get the HALO_getout.sqs script from ?
MaveryQ
Feb 14 2010, 11:56
in air2.pbo
st3a1th
Feb 14 2010, 20:25
but where can i get that lol
but where can i get that lol
C:\Program Files\Bohemia Interactive\ArmA 2\AddOns
st3a1th
Feb 16 2010, 14:05
Thank you I shall credit you on my forum for your assistance with this.
Bumping the old thread...
I'm currently using a simple script to start the squad in the air, already in progress of a HALO jump. I've read that most of us still have the camera flicker problem. Has this been corrected yet? If so, is it something I can add to this script?
this setpos [getpos this select 0, getpos this select 1,(getpos this select 2)
+2000]; this flyinheight 2000; this setvelocity [0,0,0]; [this] exec
"ca\air2\halo\data\Scripts\HALO_init.sqs ";
Appreciate any replies.
Update:
One of our members tested this out with me last night and his barely had the flicker after opening the chute where mine is unplayable at times. He suggested that it may be a problem wholly unrelated to the game but rather with our aspect ratios or something along those lines.
We tested it a little more and what made mine playable is as soon as I see us falling, go into 3rd person. The flicker still existed, but it stayed put long enough at key times to see where I was going. It almost makes me think of the smoke and how it affects third person mode. In smoke, we all "lose" our third person view because the smoke acts as a solid object to the 3rd person camera and pushes it up on you. So, I tried jumping out again, immediately going third person, then pressing the "-" key to pan even further back. It "seemed" to make it even better at first, but later tests showed little to no improvement.
I'm kind of stumped at the moment. If I have this problem, then others in my group are going to have this problem to a greater or lesser degree, which means that HALO drops are out for modes of insertion.
IceBreakr
Apr 12 2010, 13:22
A simple mission for squads to train HALO drops:
http://www.vojak.si/CO24_IB_HaloTraining.Panthera2.pbo
1. C/o can pick two targets: FOB Brown (ATVs present) or Shipyard (no vehicles)
2. Team takes off from Boryana Airfield (2x C130 or blackhawks)
3. C/O can walk to a nearby UH60 to turn on "night conditions".
4. No enemies.
Required addons: Panthera 2.6 or higher, ACE2.
eggbeast
Jun 8 2010, 07:18
this might be useful
http://forums.bistudio.com/showthread.php?t=98509&highlight=halo
Hello everybody,
Sorry if it has been asked and answered many times, but I have a problem i can't resolve by myself concerning Halo :
- I want to make it for a single player mission, where AIs are jumping HALO. But i have many flashes of blackscreen each time a paratrooper is jumping. Is there a way to avoid this big inconvenience?
I looked after a solution in this thread, but i didn't find any answer about this particular case (or I didn't understand it, maybe). Could someone help? :)
Eaglezero6205
Oct 8 2010, 16:38
Hey whats up guys. I have a quick question Ive read forum after forum with no success and googled hundreds of things but no answer. Can H.A.L.O. or even standard free fall without an aircraft be Performed in the Arma 2 OA Demo?
A group of friends and I all downloaded the Demo and Ive been making Missions for us to toy with till we all get the game. I have been punching myself in the face with a stapler trying to figure this out. none of the HALO ways Ive looked up work as the HALO path of folders doesn't exist . Ive DLed some SQS ans SQF files but I just cant get it to work.
I just want a simple circle of friends to fall and open their chute when they please
even if its not steerable or I don't do belly toward the earth. Or the chute auto opens at certain altitude after a short free fall. I will also try set position but I dont think I get a parachute :D lol maybe I can add one who knows.
Any help would be appreciated thanks guys.
Grimes [3rd ID]
Oct 9 2010, 22:03
Your problem way actually be because you have the demo. Like you said, the HALO folder doesn't exist.
Eaglezero6205
Oct 15 2010, 06:13
i went with the standard eject.sqf no problems with that at all Now I'm trying to figure out the BUg Im having with Our Loadouts in the mission I scripted all the players to have satchels 4 a piece but went into the multiplayer and WE got tot he target to discover noone had any charges What gives STUPID DEMO! LOL
Lucky44
Oct 26 2010, 04:58
I'm trying to add the HALO ability to aircraft on a DEDICATED server, via an AddAction and script. I've used
[player,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
exit
and that works on a NON-DEDICATED server, but gets weird on a dedicated one. So I tried this:
[this,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
exit
And that just doesn't work. By the way, I was calling those lines from an action on the helo that called a script with them.
What's a simple way to deal with the locality issues of a dedicated server for this simple action? This must be easier than it seems at the moment!
Thanks in advance!
EDIT: Well, in almost two weeks, no one replied here. But I found the answer at Kylania's site: http://www.kylania.com/ex/?p=94#comment-279
Hey guys,
I was playing with a mixture of NightTrian & Matt Rochelle's scripts to make a hybrid group HALO script that uses steerable parachutes.
I have ended up with this:
;---------------------------------
;----------Eject1.sqs-------------
;-------By Matt Rochelle----------
;-------------V1.0----------------
?!(isServer) : exit
; usage
; [nameofgroup,nameofplane] exec "nameofscript.sqs"
_grp = _this select 0
_veh = _this select 1
_par = units _grp
_i = 0
_j = count _par
~(random 3)
#loo
unassignvehicle (_par select _i)
[_par select _i] exec "ca\air2\halo\data\Scripts\HALO_init.sqs"
_i=_i+1
~.2
?_j>_i:goto "loo"
exit
Matt's original script (which is awesome) uses
(_par select _i) action ["EJECT",_veh] insead of my exec halo_init.sqs line.
Now there are several problems with this which I have nooo idea how to fix.I am hoping someone might shed light on this?
1. Stagger disembarking. At the moment everyone jumps out at the exact same time. I am not sure how i create a staggered disembarkment. I thought just using the ~ to wait between checking would work but i see to have made certain aspects of the script redundant by changing that line. I am not much of a scripter at all (but i know basics so I knew how to change one line with another, etc)
2. Spreading out. Is there yn way to stop them from spreading out?
3. The pilot jumps out too. God knows why. He didn't before I changed the script! I could probably fix this a bit messily by giving the pilot a name and havng a trigger check whether he's in the vehicle or not and if he's not then re-assign him as the pilot, but i'd rather not have him jump out and back in again.
I have noticed in a MP game with a HALO jump that a player will see the other players "jittering up and down" as they fall, anyone have a solution for this?
trying to work around the issue where AI drops miles away by using slightly differnt code for AI and I came up with the following.
s1 sideChat "Ok we're at the dropzone - BAIL OUT";
//rest is server side only
if (isServer) then {
_group = _this select 0;
_vehicle = _this select 1;
sleep 2;
{
if (isPlayer _x) then {
unassignvehicle _x;
_x action ["EJECT", _vehicle];
_x setvelocity [0,0,0];
[_x] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
sleep 1;
}
else {
unassignvehicle _x;
_x setpos [ getPos _x select 0, getPos _x select 1, 250];
_x flyinheight 250;
_x setvelocity [0,0,0];
[_x] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
sleep 1;
}
} foreach units _group;
};called via trigger grouped to c130
xhandle=[s1,c130] execVM "scripts\halo.sqf"; Now this works ok but generates the following error in Arma2.rpt
Error in expression <it select 0, getpos _HALOunit select 1, _HALOunitaltitude]>
Error position: <_HALOunitaltitude]>
Error Undefined variable in expression: _halounitaltitudecan anyone shed any light on this?
kylania
Jul 21 2011, 23:45
[_x, 2500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
You are missing the altitude value for the HALO_init.sqs script.
Your main problem though is that 250m up is essentially death for a HALO drop. Try 2500m instead. :) At 250m just use eject and the normal parachutes.
Your main problem though is that 250m up is essentially death for a HALO drop. Try 2500m instead. :) At 250m just use eject and the normal parachutes.
That just it though - the plane is at 2500 but when using any variation of halo on AI means at that height the land anywhere within 5000m I setpos them lower to give them less scope to drift away from the planned dropzone.
Again this is just for AI - player controlled get the full 2500m halo.
However thx for the insight..
kylania
Jul 22 2011, 00:12
That's odd, since you stop them so they should just fall down...
dePbo'd the official scripts and noticed the units have speed added to them as part of that script - ended up using the following which is exactly what I needed
Script Call in Trigger
xhandle=[s1,c130] execVM "scripts\halo.sqf";halo.sqf
s1 sideChat "Ok we're at the dropzone - BAIL OUT";
//rest is server side only
if (isServer) then {
_group = _this select 0;
_vehicle = _this select 1;
sleep 2;
{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
_x setvelocity [0,0,0];
[_x] exec "scripts\HALO_getout.sqs";
sleep 1;
} foreach units _group;
};
HALO_getout.sqs
_HALOunit = _this select 0
;// wait that the player drive the normal parachute
@<hidden> (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute"]
;// Delete the default parachute
_defaultparachute = vehicle _HALOunit
deleteVehicle _defaultparachute
;// Smooth transition
titleCut ["", "BLACK FADED", 100];
~1.0
titleCut ["", "BLACK IN", 2];
;// Do the effects
? (_HALOunit == player) : playsound "BIS_HALO_Flapping"
;// Lauch the script for the AI or for PLAYER
? (_HALOunit == player) : [_HALOunit] exec "scripts\HALO.sqs"
? (_HALOunit != player) : [_HALOunit] exec "scripts\HALO_AI.sqs"
_HALOunit setdammage 0;
exitHALO.sqs
_HALOunit = _this select 0
BIS_HALO_unit_dir = 0
BIS_HALO_unit_speed = 0
BIS_HALO_turnR = 0
_HALOunit_pitch = -90
_i1 = 50
_i2 = 0
playsound "BIS_HALO_Flapping"
_HALOunit switchMove "HaloFreeFall_non"
keyspressed = compile preprocessFile "ca\air2\halo\data\Scripts\f\keyspressed.sqf"
(findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]
_open_chute_action = _HALOunit addAction [localize "STR_HALO_OPEN_CHUTE", "ca\air2\halo\data\Scripts\HALO_Parachute.sqs"]
_HALOunit switchMove "HaloFreeFall_non"
_HALOunit allowdammage false;
#loop
~0.001
_i1 = _i1 + 1
_i2 = _i2 + 1
_HALOunit setdir BIS_HALO_unit_dir
_vel = velocity _HALOunit
_dir = direction _HALOunit
_HALOunit setVelocity [(sin _dir*BIS_HALO_unit_speed),(cos _dir*BIS_HALO_unit_speed),(_vel select 2)]
;// Anims system
? (BIS_HALO_unit_speed > 50) && (_i2 > 80) : _HALOunit playMove "HaloFreeFall_F"; _i2 = 0
? (BIS_HALO_unit_speed < 50) && (_i2 > 250) : _HALOunit playMove "HaloFreeFall_non"; _i2 = 0
? (BIS_HALO_unit_speed > 80) : BIS_HALO_unit_speed = 80
? (BIS_HALO_unit_speed < 1) : BIS_HALO_unit_speed = 0
"RadialBlur" ppEffectAdjust [(BIS_HALO_unit_speed * 0.0002), (BIS_HALO_unit_speed * 0.0002), 0.06, 0.06]
"RadialBlur" ppEffectCommit 0.01
"RadialBlur" ppEffectEnable true
? (_i1 > 50) : playsound "BIS_HALO_Flapping"; _i1 = 0
hintsilent format [localize "STR_HALO_ALTITUDE_SPEED", (round (getpos _HALOunit select 2)), BIS_HALO_unit_speed]
? (position _HALOunit select 2 < 2) : _HALOunit playmove ""; _HALOunit switchmove ""; _HALOunit setvelocity [0,0,0]; _HALOunit setdammage 1; _HALOunit allowdammage true; exit
? (alive _HALOunit) && (vehicle _HALOunit == _HALOunit) && (position player select 2 >= 2) : goto "loop"
? (vehicle _HALOunit != _HALOunit) : exit
exitHALO_AI.sqs
_HALOunit = _this select 0
_waypointreached = 0
_chuteopeningaltitude = 150 + (random 100);
_speed = 0
_HALOunit switchMove "HaloFreeFall_non"
_HALOunit allowdammage false;
;// Turn the AI unit to this first waypoint direction
_pos1 = getpos _HALOunit
_waypointpos = getWPPos [group _HALOunit,1]
_pos2 = [_waypointpos select 0, _waypointpos select 1, getpos _HALOunit select 2]
_ret = ((_pos2 select 0) - (_pos1 select 0)) atan2 ((_pos2 select 1) - (_pos1 select 1))
_ret = _ret % 360
_HALOunit setdir _ret
#loop
~0.001
_pos1 = [getpos _HALOunit select 0, getpos _HALOunit select 1];
_pos2 = [_waypointpos select 0, _waypointpos select 1];
;// Add speed to the unit in the air
_vel = velocity _HALOunit
_dir = direction _HALOunit
? (_waypointreached == 0) : _HALOunit setVelocity [(sin _dir*_speed),(cos _dir*_speed),(_vel select 2)];
? (_waypointreached == 1) : _HALOunit setVelocity [0, 0,(_vel select 2)];
;// Arrived close to the waypoint?
? (( _pos1 distance _pos2) < 50) : _waypointreached = 1
;// Conditions to continue the loop
? (alive _HALOunit) && (vehicle _HALOunit == _HALOunit) && (position _HALOunit select 2 > _chuteopeningaltitude) : goto "loop"
;// Run Parachute AI script
[_HALOunit] exec "ca\air2\halo\data\Scripts\HALO_Parachute.sqs"
exit
Great - that's excellent. I only noticed this myself yesterday - I was having to set the halo jump up away from where I actually wanted the AI to land to counter the drift. Then I noticed that for some reason the 'drfit' affected the units differently when run hosted as apposed to dedicated. I was starting to think I would need to write some work-around code!
Presumably in your modified scripts you have removed the speed added by BIS?
Presumably in your modified scripts you have removed the speed added by BIS?
correct :) although I'm re-working them again into Sqf format..
I slightly modified them as I don't use waypoints for the AI in my mission, but they work as advertised. My AI fellows now HALO to where I want them rather than somewhere in the next country!! Thanks for your efforts!
My AI fellows now HALO to where I want them rather than somewhere in the next country!! Thanks for your efforts!
No worries - when i've finished converting to sqf and tweaked it to my liking I'll put together a quick demo mission for other n00bs like us trying to get this working for the first time.
im wondering how to load a whole unit in a static c 130 with the proper sound and have them halo jump out of the back ramp of the c 130 n can this be done in a moving c 130
im wondering how to load a whole unit in a static c 130 with the proper sound and have them halo jump out of the back ramp of the c 130 n can this be done in a moving c 130
Yes in a roundabout way as long as you are in the C130. The only C130 with a cargo space you can walk in is the static C130. If you look around there are scripts which attach it to a flying C130 and you get a good HALO effect. As you jump it deletes the static aircraft and the other moves away. Search and ye shall find.
lavbo0321
May 7 2012, 02:45
Hello,
I would like to know where I can get this addon/script please?
http://www.youtube.com/watch?v=SBfcNrLxMIY
Hello,
I would like to know where I can get this addon/script please?
http://www.youtube.com/watch?v=SBfcNrLxMIY
I don't think it was ever released, it's not a script, it's a custom addon.
There is another here but do not bother the developer please as he has obviously had a lot to cope with during the past year, take it as is, it will probably be released in Arma3?:
http://forums.bistudio.com/showthread.php?119925-USEC-Parachutist-H-A-L-O-Series/page11&highlight=aduke+HALO
See 1st post in that thread for images.
lavbo0321
May 7 2012, 23:22
Much appreciated!!
Thank you, I will give it a try tonight. I am building a HALO/Jump school. It would be nice if the guys had some actual parachutes on thier backs LOL.
S/F
borngamer117
Jul 4 2012, 07:14
im sorry if this has already been answered previously but i am busy and dont have time to read through all the threads posted but how do you make ai's walk out of the back of a static c130? whenever i try to jump with them they just walk around and somehow walk through the walls of the c130[i have already tried setting waypoints]. so could someone please help me out on how to give my units the quote "green light" to walk off the ramp.
JTK_HALO script by Kempco
Includes custom dual purpose GPS, Bailout 02 simulation, and gear management system. Works in both single player (shown) and multiplayer (hosted and dedicated). Requires Arma 2 Operation Arrowhead and CBA. ACE however is strongly recommended ATM (More on ACE below). The Bailout 02 masks used in the script require the Desert Mercenaries and BlackOps addon by SchnapsdroSel. NOTE: The script does not require the Desert mercs addon, however the mask models will not appear on units wearing them if the addon is not used. The mask overlay simulating the mask outline will still show up. Also, if you are not Using ACE then the mask models will be neglected altogether as the script will not have an Identity to reference once the mask is removed. (Same goes for ACE users without their user configs set). The Non-ACE version is still a WIP. The script works W/O it, however parachute models are configured differently and you will not be able to switch your GPS mode when your chute is open.
http://www.youtube.com/watch?v=yodv2eSsN0Q
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