Home   Help Search Login Register  

Author Topic: HALO Get Out  (Read 1278 times)

0 Members and 1 Guest are viewing this topic.

Offline Barbolani

  • Members
  • *
HALO Get Out
« on: 12 Aug 2009, 01:23:54 »
Hi!

Im finding so much troubles evey step I make for this mission...

Well, now I've got my chopper doing things right, a trigger detects the chopper and fires a mix from dismount script I took from OFPEC and the BIS Halo. Here it is:

Code: [Select]
_Group = _this select 0
_Vehicle = _this select 1


_listunits = units _Group

_A = 0
_B = count _listunits
#KEEPSENDING

_listunits select _A action ["EJECT", _vehicle]

[_listunits select _A] exec "ca\air2\halo\data\Scripts\HALO_getout.sqs"

Unassignvehicle (_listunits select _A)

_A=_A+1
~1
?_B >_A:goto "KEEPSENDING"
~.5
MoveNext = TRUE



Well, two problems:

- First, all the men of the group jump facing west, and me facing north. In HALO the units move FAST, so we land very far away... bad thing. I tried Dowatch and setDir to de AI units... nothing happens. I think the solution is close to setvelocity, but thats a complex command for me...

- Second: A very disgusting black - white - black screen (I suppose thats from BIS script.. maybe I should use other made from someone, I remember there was one or two around there)

Well, thanks in advance...

Offline bardosy

  • Honoured Contributor
  • ***
  • campaign designer
    • CartooDiv
Re: HALO Get Out
« Reply #1 on: 12 Aug 2009, 08:33:59 »
I recommend this topic for the "black out"-problem
Fix bayonet!

Offline Barbolani

  • Members
  • *
Re: HALO Get Out
« Reply #2 on: 12 Aug 2009, 10:04:30 »
Thanx Bardosy!!

I'll try toadlifes HALO script, maybe it's better than BIS one in order to have the units a bit closer...