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Thread: spawn heli with paradrop group, deliver, go home, delete heli

  1. #1
    Warrant Officer Demonized's Avatar
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    spawn heli with paradrop group, deliver, go home, delete heli

    If you came looking for a simple paradrop script to use in waypoints, click spoilerSpoiler:


    If you wanted something more take a look at:

    ParaReinforceV1.21


    Hello all.
    This is a set of scripts i have put together to provide enemy reinforcement with a heli and paradrop, and now includes LZ insertion aswell since v1.1
    And arma2 or oa and BAF units included in v1.2.

    Script uses BIS_fnc_spawnGroup and BIS_fnc_spawnVehicle functions,
    PHP Code:
    cheers to fatty86 for showing and explaining those functions to me
    Heli or Plane is spawned and selected group is spawned and moved in cargo of transport.
    Transport goes to groups patrol area and either paradrop or Land at LZ and unload group.
    Then activates UPSMON-script on patrol group once theyve dropped from helo or airplane since v1.1.
    After the drop, transport returns to start position and gets deleted along with crew.
    Upsmon script was for my personal use, option to disable it is in top of parareinf.sqf and group will use wp´s instead.
    Option to select Arma 2 only or OA only in top of parareinf.sqf

    Purpose of script was to be run multiple times without conflicts, using no predefined names, even simultaniously in MP, i should say i have multiple patrol areas and triggers for my full mission, with different names and different execute lines in different repeating triggers matching that specific patrol area.
    I have tested it in editor and it works as it should, ran it 20ish times after eachother, as fast as i could press the radio command for trigger, results: ok.
    Only issue is if only one spawn marker for helis are used, once it gets to about 10 helis created rapidly they may crash into eachother at the spawn point.
    No issue for me as i use several markerpositions for spawning heli, so helis come in from random sides of map.

    Script in full were written and tested by me, got some ideas, some solutions, actual parts from others work posted here on the forums, it was a learning experience and have been a work in progress for awhile.

    Script have not been tested on dedicated server yet, i think it will work, but cant guarantee it.
    Now fully support all sides(not civ) both OA and Arma2 standalone

    Here is attached readme:Spoiler:

    Here are the scripts used:
    parareinf.sqfSpoiler:

    groupEject.sqfSpoiler:

    For those using UPSMON read readme and you will need this alphaMarker.sqfSpoiler:


    Demo mission here:
    OA demo version


    Arma2 demo version:


    In demo mission ive placed several blue arrow markers with text describing whats what, these look messy and can be deleted, also debug mode is on by defeault so you get a feel for whats happening and can join in on the paradrops to see how it works.
    Turn off debug in top of parareinf.sqf by setting it to false, info in script as well.
    In mission there is several radio triggers, press 0 then 0 and choose selected one to try it out.
    The first 2 mins you can do in peace, after that patrols already placed by me starts calling in their own para reinforcements, with short intervalls, wich isnt pretty realistic, but shows the effect squeezed into short timeframe.
    Suggest you adjust your own triggers to be longer time or count this list dependent.

    Any feedback or suggestons is very welcome.
    Hope you find a use for this script.

    o7



    Feel free to modify, skin, strip, bash and trample script at will, if you use it in your own releases it would be nice with a little credit line.
    Last edited by Demonized; Dec 26 2010 at 01:35. Reason: Updated to V1.21 due to patch 1.57 fixing AI flying

  2. #2
    Many thanks, I have a Para drop but always wanted them to then use UPSMOM – so thanks for sharing ill try this out and add this to my missions !

    Keep them coming 

  3. #3
    Warrant Officer Demonized's Avatar
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    Updated script to V 1.1

  4. #4
    Warrant Officer Demonized's Avatar
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    Added small bugfix where east and west spawned same time and started killing eachother before they got into heli.
    Displayed script, readme and demo mission link is updated with fixed version.

    Added in line 117 in parareinf.sqf
    PHP Code:
        // use helispawn if east units selected for paragroup.
        
    if (_side == eastthen {
            
    _spawnmarker _spawn;
        }; 
    Last edited by Demonized; Dec 16 2010 at 18:35.

  5. #5
    Cool script - any chance of adding russian (ArmA2) unit types?

    EDIT

    Just found the classnames and variables in the parareinf.sqf. Sorted now ta.
    Last edited by Enders; Dec 18 2010 at 18:30.

  6. #6
    Warrant Officer Demonized's Avatar
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    script updated to v1.2

    script updated to v1.2
    Now including all arma2 and OA west, east, resistance as well as BAF.
    Added Arma 2 only demo mission as well.
    Update changelog in first post under spoiler.

  7. #7
    Warrant Officer Demonized's Avatar
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    Script updated to v1.21

    script and demo missions updated, small change to script default flying height now since patch 1.57 fixes AI flying.
    Changelog now in text file in demo mission file, because i reached 50k letter limit here in post.
    Set the correct A2 and OA standalone option in demo missions, adjust to CO in top of parareinf.sqf if you are using CO
    2=Combined Operations (a2 + OA)

    PHP Code:
    _Arma2Version 2
    Last edited by Demonized; Dec 26 2010 at 00:57. Reason: Script updated to v1.21
    My scripts:
    Spoiler:

    what to do when posting any kind of code dammit!!

    Any new mission editor or scripter in Arma2 should have read Mr Murrays Editing Guide Deluxe at least once, it still applies for A2 even though it was made for Armed Assault.

  8. #8
    Hi Demonized,

    I seem to have a little issue , when they para jump from the heli they end up faling to the ground without a parashoot only about 2 have them on, and the other parashoots come down without anybody attached ? is this a bug ?

    Love the script by the way !

  9. #9
    Warrant Officer Demonized's Avatar
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    Quote Originally Posted by psvialli View Post
    Hi Demonized,

    I seem to have a little issue , when they para jump from the heli they end up faling to the ground without a parashoot only about 2 have them on, and the other parashoots come down without anybody attached ? is this a bug ?

    Love the script by the way !
    Thank you

    I will check this tonight, are you using any beta patch or mods?
    It was working for all AI in 1.56, and i maybe did not test this fully in 1.57.
    Tho if height is extreme low AI paras will fall dead anyway but should still open chute.

    AI is using standard eject command so they should use paras automatically, need to investigate, also ive been tinkerig with using config groups as well, will bug hunt and try to release fixed version tonight.

  10. #10
    Hi, no not using any Beta patch just using 1.57, and just some island Mods.

    It was tested on Takistan, but I just tested again today and they all come out fine might just have been one of those things will give it a few more goes.

    This was tested on a Dedi server BTW

    I set the trigger as repeat by mistake and OMG how much fun was that they just kept on coming

    If I could suggest / request a few things that would really enhance this already great script!?

    1) Have the ability to select spawns , numbers and delay i.e once /Repeated/ wave
    Repeated = Once they have been killed another heli drop will come in
    Wave= after x amount of time another will spawn
    Once= will spawn just once

    With number of spawns and delay
    i.e

    Code:
    _null = ["marker","para","taspecial",12,”once”,1,1] execVM "spawns\parareinf.sqf";
    ....Will spawn once 1 sec delay
    Code:
    _null = ["marker","para","taspecial",12,”wave”,5,60] execVM "spawns\parareinf.sqf";
    Will spawn 5 times 60 sec apart
    Code:
    _null = ["marker","para","taspecial",12,”repeated”,5,120] execVM "spawns\parareinf.sqf";
    Will spawn 5 more times 120 sec apart after all para drop has been killed

    Not sure if this can be done but would save a lot of triggers and make para dropping a dodle

    Keep up the great scripts

    ---------- Post added at 03:57 PM ---------- Previous post was at 03:48 PM ----------

    I thought this might help I dug this out as it uses the suggestion above.

    Spoiler:

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