OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: box on 12 Jul 2004, 03:58:58
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ok ive looked at the readme to make the AI fastrope, but it barely tells me anything other than the command line i need which is BAS_mah60\FX\BAS_AIRope.sqs
anyone who has the BAS pavehawk/blackhawk and knows how to use the fastrope thing can you PLZ! help me.
thanks
PS. for those who have the delta ranger addon do ur deltas and rangers look any different? mine dont
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From the readme:
As an extra bonus, it is also possible to allow a AI piloted helicopter to insert another AI squad via fast rope, at the chosen Waypoint.
To do this;
1) Place a helicopter on the map with its Waypoints.
2) Place the AI squad on the map as a separate group and with its Waypoints.
3) On the Waypoint at which you wish to insert the squad, use this line;
CHOPPER exec "\BAS_mah60\FX\BAS_AIRope.sqs"
Replacing "CHOPPER" with the name of your helicopter.
When the squad has been inserted the helicopter will continue on its waypoints.
Which part don't you understand? The more you tell us the better chance we have of helping you. ;)
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Just to make it as simple as I can ;)
Put a blackhawk, set it to flying (Not needed, but usefull)
Call it something like fastroper
Give it a few waypoints
In the one you want it to fast rope, in the activation, put this :
fastroper exec "\BAS_mah60\FX\BAS_AIRope.sqs"
Thats it...
Oh, I suggest puting in the fastroping waypoint, it's speed to limited, and the one after that, to normal
That waay it doesn't overshoot the insersion point :)
Gd luck
- Ben
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ok but the squad thats in the chopper, i can be on of the players right (not leader) and does that squad need to have a group connection line with the chopper or they just need a waypoint to get in?
also i just put the command in the activation box? not the script box?
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You the player can be one of the squad. (I think - try it and see what happens.)
Put the command in the On activation field of the waypoint, not the script field. That is for entirely different, more advanced, use of waypoints.
The chopper should not be in the same group as the loons getting out.
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ok well now they board the chopper and they go the unload waypoint but they always land at some random location (at limited speed) not to close to it and disembark normally without fastrope.
does the squad need a 'get out' waypoint as well as the chopper needing an 'unload transport' waypoint?
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No special waypoints are needed :)
Just a normal waypoint
- Ben
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ok i still cant get it to work but heres the small file. could sumone plz do it for me? make them fastrope. thanks
u need teh deltaranger addon i think and the bas blackhawk thing
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plz someone plz
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The real problem is that you are not trying hard enough. You still haven't read the original instructions properly, nor have you read the helpful answers in this thread properly. For example,
No special waypoints are needed.
What's going wrong is that you have given the chopper at transport unload waypoint, so naturally it lands and unloads its cargo as you have told it to. (If you have been trying hard enough you would have tried a move waypoint and it would have worked.) Only when this is done is the waypoint complete and the script called... which is of course too late. I suggest you head over to the Editors Depot and read some basic waypoint tutorials from the Getting Started section. ;)
PS - There's not much point in posting a mission.sqm because without further information and hassle (like guessing which island its on and creating a folder for it) we can't play it. When you need to, zip the mission folder and post that.
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thanks for the help and for making look like a retard! ;D
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;D
The important part is, does the bloody thing work now?
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it does!!! ;D except the chopper always overshoots the drop off point...
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BANG BANG BANG read the bloody thread. Grrrr. What's the point in asking questions if you don't read the answers even after you've been told to?
Oh, I suggest puting in the fastroping waypoint, it's speed to limited, and the one after that, to normal
That waay it doesn't overshoot the insersion point