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Thread: ejecting from a c130

  1. #1

    ejecting from a c130

    need help i have got 2 squads in a C130 that will be played by humans.now i have got a waypoint set for a C130 plus squad to eject from the plane on a waypoint, now i have tryed to unload transport/ unload/ get out and they still stay in the plane. can you tell me how to eject at a a certain point.
    -Reality Gaming-

  2. #2
    First Sergeant cobra4v320's Avatar
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    Seattle Washington
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    [NameGroup,NamePlane] exec "jump.sqs";

    jump.sqs


    Code:
    ?!(isServer) : exit
    _grp = _this select 0
    _flz = _this select 1
    _jmp = units _grp
    
    _i = 0
    _j = count _jmp
    ~(random 3)
    
    #start
    unassignvehicle (_jmp select _i)
    (_jmp select _i) action ["EJECT",_flz]
    _i=_i+1
    ~.4
    ?_j>_i:goto "start"
    exit;

  3. #3
    Or there's the sqf method, jump.sqf in mission folder
    Code:
    if (isServer) then {
    _group =  _this select 0;
    _vehicle = _this select 1;
    
    sleep 2;
    
    {
    	unassignvehicle _x;
    	_x action ["EJECT", _vehicle];
    	sleep 0.5
    } foreach units _group;
    };
    call the script at the jump point with:
    Code:
    _xhandle=[squad1,C1] execVM  "jump.sqf"; _xhandle=[squad2,C2] execVM  "jump.sqf";

    _____________________
    Gwell angeu na chywilydd

  4. #4
    Quote Originally Posted by cobra4v320 View Post
    [NameGroup,NamePlane] exec "jump.sqs";

    jump.sqs


    Code:
    ?!(isServer) : exit
    _grp = _this select 0
    _flz = _this select 1
    _jmp = units _grp
    
    _i = 0
    _j = count _jmp
    ~(random 3)
    
    #start
    unassignvehicle (_jmp select _i)
    (_jmp select _i) action ["EJECT",_flz]
    _i=_i+1
    ~.4
    ?_j>_i:goto "start"
    exit;
    sorry very new to using sqs/sqf as i arma1 that how we didi it so can you please tellme how i would,make the jump sqs script work as putting it here does not help me much but thanks for your help so far

  5. #5
    I wouldn't want to knock sqs if that's what your use to but if your just learning about scripts you'd be better learning with sqf which has superseded sqs.

    open the mission folder "blah" (where "blah" is the save name for your mission in the editor) found at,
    C:\Documents and Settings\Padjur\My Documents\ArmA 2\MPMissions\blah.
    make a new text document, copy and paste the code and save as jump.sqf.

    put a trigger across the flight path with
    Code:
    _xhandle=[squad1,C1] execVM  "jump.sqf"; _xhandle=[squad2,C2] execVM  "jump.sqf";
    in the on act. where squad1 is the name of your squad, c1 is the name of your plane.

  6. #6
    ok how would i name a squad as they are call s1 to s20 in the name as i am using the norrin Revive Script so i would use this in the squad leader init
    squad2 = group this;this addWeapon "NVGoggles";this moveincargo helo1;
    is that right

    sorry about this but very new to the scripts side of missions

    ok done that i now get jump.sqf not found do i need to active this some how

    sorted it silly me put the jump sqf in the wrong version can i just say thanks to all of you for helping me out ,alli need to do is get the parachute to be able to steer so any ideai
    and again thanks
    Last edited by Lightninguk; Aug 20 2009 at 11:33.

  7. #7
    First Sergeant cobra4v320's Avatar
    Join Date
    Mar 10 2009
    Location
    Seattle Washington
    Posts
    841
    Sorry Lightning I have the same problem with the parachutes. In fact let me know if you have problems with the script, my AI soldiers randomly die on the drops. When they get about 2 feet off the ground they completely stop then basically do a getout animation, then fall over and die, or they are injured. Not sure if this is just bug since Im using all 3 of the first aid modules.

    There are parachutes in the editor that are steerable but you would have to attach them to the player somehow. I know there are scripts for this. Cant wait to see what the ACE MOD 2 looks like hopefully steerable chutes. I might have this script and will check when I get home later.

    You can also use the halo jump script which would add the steerable chute. Just do a search for it here in the forums.

    @Padjur

    Thanks for the sqf version I will have to change over.
    Last edited by cobra4v320; Aug 20 2009 at 11:50.

  8. #8
    @lightning glad you got it sorted, By the way (just for info) and apologies if you already know this, you can move the whole squad in by putting
    Code:
     {_x moveInCargo c1} foreach units this;
    into the squad leader's init line.

    For HALO(steerable) put in a trigger across the flightpath
    Code:
    S1 action [ "eject", c1]; S1 setvelocity [0,0,0]; [S1] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
    S2 action [ "eject", c1]; S2 setvelocity [0,0,0]; [S3] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs";
    and so on for each unit
    (make sure the flyinHeight is +500 as its High Altitude)
    http://forums.bistudio.com/showthread.php?t=73401 for more on HALO

    you can use attachto command to attach a unit to a chute, seen a thread somewhere can't think where now.


    @ cobra4v320 Your welcome, all credits should go to Rommel, as it is his excellent jump script, I got it from this thread http://forums.bistudio.com/showthrea...6545&highlight I have had no problems, such as you mention with it, works like clockwork every time, (though some troops may get injured or die by landing in a bunch of trees or something but that often happens in reality anyway )
    Last edited by Padjur; Aug 20 2009 at 15:22.

  9. #9
    I am having issues with AI not leaving the plane when I am team leader. If I choose another spot the ai team leader tells us to all disembark and we all leave. When it's just me as team leader i get booted out of the plane and have the parachute icon and the rest stay in it. I've also setup humvee drops and an ammo crate just fine.


    JUMP.SQF
    Code:
    if (isServer) then {
    _group =  _this select 0;
    _vehicle = _this select 1;
    
    sleep 2;
    
    {
    	unassignvehicle _x;
    	_x action ["EJECT", _vehicle];
    	sleep 0.5
    } foreach units _group;
    };


    In player ( squad leader) i put in the init:
    Code:
    squad1 = group this; {_x moveInCargo c130j} foreach units this;
    and at the trigger Activation is BLUFOR, present Condition this On Act. is
    Code:
    _xhandle=[squad1,c130j] execVM  "jump.sqf";

    I originally had the "player1 action ["EJECT", c130j];player2 action ["EJECT, c130j];"... in the trigger and at one time it worked with the AI and then I started adding enemy and waypoints and another squad and then I noticed that my ai wasnt leaving. I created a new map from scratch and now I can't get it to work anymore.
    Last edited by shanawa; Aug 20 2009 at 18:55.

  10. #10
    Try
    Code:
     {_x moveInCargo c130j} foreach units squad1;
    and set flyinheight at 250 and speed limited.

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