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General-aHole

paradrop script question

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hello,

i have a question about a script called paradrop :

AIRBONE PARADROP SCRIPT

; Modified From Rapple.sqs by: Mustang60348

; Modified by: the[]coyote

;

; This script calls two parameters: the name of the group to paradrop

; and the name of the helicopter to paradrop from. Syntax is:

;

; [groupname, heliname] exec "Paradrop.sqs"

;

; In order to use the script, place a trigger where you want to paradrop to start from.

; In the Actvation field type: [groupname, heliname] exec "Paradrop.sqs"

; Once the trigger is activated, the helicopter will drop one paratrooper per second until

; all units in the group are in the skies. Personally, I make the helo stay at limited

; speed and no less than 100 height for safety of the paratroops.

_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

~1

?_B >_A:goto "KEEPSENDING"

~1

MoveNext = TRUE

my question is after my selected squad paradropped from the helicopter the helicopter

stay flying circles at the next waypoint.. but my helicopter have to go to a other waypoint to drop a second team.

but that never happed he allways stay flying in circles after the first squad left the helicopter..

is there a way to end a running script after a few seconds ?

many many thanks..

patriotDJ

Edited by Foxhound
moved to correct section

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hi,

hello,

i have a question about a script called paradrop :

AIRBONE PARADROP SCRIPT

; Modified From Rapple.sqs by: Mustang60348

; Modified by: the[]coyote

;

; This script calls two parameters: the name of the group to paradrop

; and the name of the helicopter to paradrop from. Syntax is:

;

; [groupname, heliname] exec "Paradrop.sqs"

;

; In order to use the script, place a trigger where you want to paradrop to start from.

; In the Actvation field type: [groupname, heliname] exec "Paradrop.sqs"

; Once the trigger is activated, the helicopter will drop one paratrooper per second until

; all units in the group are in the skies. Personally, I make the helo stay at limited

; speed and no less than 100 height for safety of the paratroops.

_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

~1

?_B >_A:goto "KEEPSENDING"

~1

MoveNext = TRUE

my question is after my selected squad paradropped from the helicopter the helicopter

stay flying circles at the next waypoint.. but my helicopter have to go to a other waypoint to drop a second team.

but that never happed he allways stay flying in circles after the first squad left the helicopter..

is there a way to end a running script after a few seconds ?

many many thanks..

patriotDJ

I made a script to solve your problem

init.sqs

;********************************
;init Script by Nikiller v0.9b
;contact: nikillerofp@hotmail.fr
;********************************

setViewDistance 1600
nik_host=local server

;-----------------------------------------------------------------------------------------
; Double paradrop
;-----------------------------------------------------------------------------------------
{_x moveInCargo WestCH47D1} forEach units WestGrp1
{_x moveInCargo WestCH47D1} forEach units WestGrp2
[gl_drop1,gl_drop2,WestCH47D1,WestGrp1,WestGrp2,500,gl_west_base1] exec "double_paradrop_check.sqs"

exit

double_paradrop_check.sqs

;*********************************************************************************************************
;Double Paradrop Check Script by Nikiller v0.9b
;Check if the chopper is less than certain distance of the drop zone and eject group when reached
;NB: Script cleans up after chopper returns to base. Disable the lines if you don't want to
;Note: place a game logic named server somewhere on the map
;contact: nikillerofp@hotmail.fr
;[gamelogic1Name,gamelogic2Name,chopperName,group1Name,group2Name,distance,baseName] exec "scriptName.sqs"
;*********************************************************************************************************

if nik_host then {} else {goto "ende"}

_gl1 = _this select 0
_gl2 = _this select 1
_cho = _this select 2
_gr1 = _this select 3
_gr2 = _this select 4
_dis = _this select 5
_bas = _this select 6

_l1="l1"
_l2="l2"
_l3="l3"
_d=2

_cho doMove (getPos _gl1)
_cho flyInHeight 200

#l1
~_d
? _cho distance _gl1>_dis && canMove _cho: goto _l1
? !(canMove _cho): goto "ende"
[_cho,_gr1] exec "eject.sqs"

~12

_cho doMove (getPos _gl2)

#l2
~_d
? _cho distance _gl2>_dis && canMove _cho: goto _l2
? !(canMove _cho): goto "ende"
[_cho,_gr2] exec "eject.sqs"

~12

_cho doMove (GetPos _bas)

#l3
~_d
? _cho distance _bas>_dis && canMove _cho: goto _l3

~_d

_dr=driver _cho
_gu=gunner _cho
_all=[_cho,_dr,_gu,_gl1,_gl2,_bas]
~5
{deleteVehicle _x} forEach _all

#ende

exit

eject.sqs

;****************************************
;Paradrop Script by Nikiller v0.9b
;Eject a group from aircraft
;contact: nikillerofp@hotmail.fr
;[vehicleName,groupName] exec "scrptName"
;****************************************

if nik_host then {} else {goto "ende"}

_veh = _this select 0
_grp = _this select 1

_cr=units _grp

_d=1
_i=0
_j=count _cr
_ac="EJECT"

#eject
(_cr select _i) action [_ac,_veh]
unassignvehicle (_cr select _i)
_i=_i+1
~_d
?_j>_i:goto "eject"

#ende

exit

Here's a demo to show how it works: DEMO LINK

cya.

Nikiller.

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thx you i will try it out..

and maybe you know this..

why helicopters wont fly from one small island to the big main island in the map called Malden..

if i let fly some hele copters from the militar base at the smaller island right side of the main land. to the big main land it stopt at the cost line.?? is that because the terrein is to high??

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hi,

thx you i will try it out..

and maybe you know this..

why helicopters wont fly from one small island to the big main island in the map called Malden..

if i let fly some hele copters from the militar base at the smaller island right side of the main land. to the big main land it stopt at the cost line.?? is that because the terrein is to high??

I just gave it a try and I was not able to reproduce the bug you described. For me, the chopper flew without problem from the little island military base to the main land. Even if I set the waypoint behind the hill 407 it works perfectly. I tried 2 differents way, the first one with a MOVE waypoint, the second one with a doMove command and all worked fine.

Maybe it's related to your computer power. AI behaviour change between 2 computers if one is more powerfull than the other (spotting range, reaction time, vehicle movement, AI tactics...). Or maybe it's CWA (ofp 1.99) related and then I can't help since I still use ofp 1.96.

Can you upload a demo somewhere? Maybe I will spot what is wrong.

cya.

Nikiller.

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why helicopters wont fly from one small island to the big main island in the map called Malden..

I had once similar problem, but only on very big islands (and mainly with Destroy, or Load/Unload types of waypoints). Try to add some additional Move waypoints between - that worked for me.

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thx you both for the answers,

to nikiller, yes it could be my pc power... and i run 1.99 .. it runs more stable on my pc. then 1.96

and your para drop updated script workt for me.. for double drops. but i also got the problem i told about circling choppers.

even after 1 single drop... but i use now the pcj potter 6 plane or what its name is its a pilatus plane..

but i must set with plane the flyinheight to 200 or otherwise few soldiers die's while jumping.

i rework the mission if it still happend with the choppers i send you the mission to look what it is..

i use mostly the stock objects etc. so probly you can run it on 1.96..

to krzychuzokecia

i allready tryed that. even set flyinheight to 200 or 250. but it wont work..when the chopper starts on the big main land its ok.. it fly's every where but from out side the costline seems to be with my pc power a border or something.

but i want to make my own map for opf cwa but wrpedit seems to need operationflashpoint install

or is there a other editor that work with cwa

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does anybody know how to stop a player1 SwitchMove "FXStandAtt" command?

i need this because player1 have to wait untill the jeep is at location to pick him up but i want that the player1 is disabled from moving. untill jeep arrives..and its nice when the player is Stand at attention

i do that know with that switchmove i write at the op of this topic..

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hi,

does anybody know how to stop a player1 SwitchMove "FXStandAtt" command?

i need this because player1 have to wait untill the jeep is at location to pick him up but i want that the player1 is disabled from moving. untill jeep arrives..and its nice when the player is Stand at attention

i do that know with that switchmove i write at the op of this topic..

Use player1 switchMove "" to switch back to the default movement.

You can also use disableUserInput true to disable the keyboard and mouse input and disableUserInput false to enable the keyboard and mouse input like that player will not be able to move while jeep is coming.

cya.

Nikiller.

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