OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Dubieman on 29 Jan 2004, 02:24:29

Title: Parachuting can go $$$$ itself
Post by: Dubieman on 29 Jan 2004, 02:24:29
Okay, I am angry now >:( >:( >:(

I have this mission that starts with my group in parachutes, moveindriver para1, and everything works great, I had the landing area working nicely and when they hit the ground, the trigger starts up and such....

My problem is I added a cutscene/intro camera showing the basic story of the mission.... :)
Then the parachutes started drifting far off target all the sudden, of course this screws up the triggers and activates other triggers before they should be... >:(
If its any help, this is in a valley.
Please help cause I ant to post this once OFPEC is up. ::) :P
Title: Re:Parachuting can go $$$$ itself
Post by: KyleEasterly on 29 Jan 2004, 03:08:54
maybe this will help, I had similar issues with a mission I was making about a year ago...

open the mission.sqm file, and find the randomseed=<some number here> - delete that line

save and re-open, it should work. If it replaces the randomseed just set it to zero i think...

this is secondhand advice going from memory a year ago... so I hope it works

-Kyle
Title: Re:Parachuting can go $$$$ itself
Post by: Dubieman on 29 Jan 2004, 05:18:01
randomSeed=6727171;

so your saying that if i go "randomSeed=0;" it'll work?

I guess I'll try it tomorow, time for bed now.
 :cheers:

I like to sleep in the nude :moon: :moon: :moon:

Just kidding..... :noo: :noo: :noo:
Title: Re:Parachuting can go $$$$ itself
Post by: Tomb on 29 Jan 2004, 13:12:54
speak of parachuting (and abusing this topic 100%), has anyone with
BIS patch 1.96 installed had any trouble bailing out when alt. is 25m. ?!
coz it seems to me that there's NO parachute when I do so, I just fall to
the ground ::) with no chute  :P

(on the other hand, bailing out from 25m's height  ::) ;D ) I know that para's
usually need some 35-45 meters height but I was trying a "moveIn.." chute,
a bit like your stuff up there.


Title: Re:Parachuting can go $$$$ itself
Post by: Dubieman on 29 Jan 2004, 20:45:03
I'm not sure about this but could my bug be because of 1.95beta?

Maybe 1.96 has a similiar problem?

Not sure but I'll change that random seed thing today. :)
I hope it works.


By the way tomb, what's the scoop on 1.96? Like what's enhanced? :hmm:
Title: Re:Parachuting can go $$$$ itself
Post by: macguba on 29 Jan 2004, 20:53:26
Link to 1.96 in my sig:  there's a readme.   It mostly fixes a couple of errors introduced in 1.95.

You can have both 1.91 and 1.95/6 on your comp:  if you suspect a bug in the beta version, check it in 1.91.   (Shortcuts in your OFP directory.)  

If it is a bug, make a post somewhere over on the official forums so that BIS know.
Title: Re:Parachuting can go $$$$ itself
Post by: Dubieman on 30 Jan 2004, 01:02:32
Finally the random seed thingy worked greeat thanks
Kyle ;D

By the way I don't think 1.95 or 1.96 was to blame... :P

But if parachutes are that low to the ground, I don't think they work right anyways cause I've seen empty ones just disappear about 10 to 15 meteres up.. ???