OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: box on 27 Jul 2004, 02:10:31

Title: ok so parachuting works in a chopper BUT...
Post by: box on 27 Jul 2004, 02:10:31
...why when i change the chopper to a plane with the same name and waypoints and everything except for the fact that its a plane the guys DONT jump out????
can sumone tell me why and how to make them jump plz
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Dubieman on 27 Jul 2004, 02:23:45
Well what kinda plane?

If its an A10, that's a single seat ground attack aircraft... ::)

Or the code might need to be different.

Use a script for jumping too. Once you become used to it, scripting is great. Grab any and all tuts for starting or anything that picks your brain. :P
Title: Re:ok so parachuting works in a chopper BUT...
Post by: box on 27 Jul 2004, 03:51:30
its a fokker troop ship (ship meaning plane) that came with the fdf mod. could it be the height or speed???

im using the chinook parachute script. the ones that makes guys parachute out of teh chinook. so i changed the chinook to the troopship and gave it all the same waypoints and named it the same etc but it wont work.
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Dubieman on 27 Jul 2004, 04:11:17
I am not so great at diagnosing things but could you give us the script (post it) and tell us if there are any errors and what are they?

Otherwise I can only make a blind guess. :P

Its not the height or speed if the troops just won't parachute out. What do the units do anyways? That'd help find what's wrong.

Anyways the height would affect if the soldiers die on landing or get injured. If they are too low like below 50 then they get injured or they die.:beat:

Speed has nothing to do with it, well unless you go to fast too low where the troops will probably die and not survive a harsh landing. :'(
Title: Re:ok so parachuting works in a chopper BUT...
Post by: OrangeLeader on 27 Jul 2004, 04:37:53
Was there a mission that used the fokker troop ship? If so you could un-pbo it to see what script they used and how they did it. If you use there script makes sure you get permission and give credit. I know there was FDF mission with the piper where people jumped out you could check that one.
Title: Re:ok so parachuting works in a chopper BUT...
Post by: macguba on 27 Jul 2004, 09:54:58
I have heard that speed can affect parachuting scripts, though we don't really understand why.

If you put yourself in the plane can you jump out?

Check things like the name again - all you need is one tiny letter to be different for it not to work.  ::)  Yes I know you've already done that, but check it again again.  ;D
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Captain Courageous on 27 Jul 2004, 11:34:07
I don't think speed affects parachuting (because you can jump out of a hovering chopper) and nor does height (The jumpers'll just die if its too low). The only thing I can think of is that the script is custom designed for use with a Chinook  ??? .

One more thing-
Does the mission start with the player in the plane, and then jumping out shortly after? In this case, I may have an ingenius solution  8) .
Title: Re:ok so parachuting works in a chopper BUT...
Post by: DBR_ONIX on 27 Jul 2004, 14:06:49
Erm, what sorta waypoint did you use?
And what in the activations..
If you used anything like Transport unload, it won't work very well..
- Ben
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Tomb on 27 Jul 2004, 17:32:41
its a fokker troop ship ...

If your plane has a "walkable" cargo area, the bug might be that the game engine thinks your men
are on ground and thus ejects them but dont create the parachutes... :o ::) I noticed this bug with
the ruskin Mi-26 chopper!
Title: Re:ok so parachuting works in a chopper BUT...
Post by: box on 27 Jul 2004, 22:47:12
ok. to guilty roach killer. they dont do anything. they just sit in it. its a trigger being used to activate the script. to orangeleader, i have only played 2 of the missions so i dont know if they use the fokker but ill take a look at that piper thing if i work out how. to macguba, ive checked the names and all. to Captain Courageous. no the scrpit isnt specailly for the chinook cuz i tried it with other choppers and it worked. and yes me and my 3 man squad start in the plane. and we are supposed to jump out like 1000 meters as soon as it starts. to DBR Onix there are no unload or any of those waypoints. just 'move' at limited speed at height of 100 and a trigger with the activation thing. saying like 'unitname, heliname action "myscript.sqs" yesgoahead=1'
   its something like that. i cant look now cuz im not on my comp.
and to Tomb, no i cant walk around the plane. im just stuck sitting there.
sooooo if no one can make work it out from there i can zip the mission folder and put it up if its not too big.
THANKS ;D
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Dubieman on 27 Jul 2004, 23:51:11
Try a waypoint of the plane then or use a trigger delay or try diff things.

Plz post this script too, it may not be important, but it may help cause you have five or so ppl just guessing or educated guessing... :P
Title: Re:ok so parachuting works in a chopper BUT...
Post by: box on 28 Jul 2004, 04:33:14
ok i dont really get what u said so heres the zip file. its very SMALL and SIMPLE so plz take a look   it has all original resistance units so u dont need any xtras to get it. all u need to do is look at the scrpit and if u can replace the chopper with any "unit carrying plane" that u would have in ur addons so u can do what im trying to do.

thanks
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Dubieman on 28 Jul 2004, 18:18:27
I'll look at the script then.

Anyways about my former post, I meant when you call the script.

[this] exec "jumpoutofplaneplz.sqs"

Try putting it in the activation field of triggers, waypoints, or triggers with delays so once it counts down, the men jump. That sorta thing too see if its just how you're calling it.

EDIT:
I cannot open your mission as I don't have half th addons you're using.

However, I looked at the script and the scripts fine. Its how you called it.

[alpha1,paraheli] exec "schute.sqs"

In the leaders init filed put

group this = alpha1

Should work.


Or something like that if it doesn't work. I could be wrong.

By the way I noticed that in the text? part of the each unit you named them? Shouldn't you name them in the name field or is this what the mission calls it? I dunno...


There is an easier way to get the group alpha1 in the chopper. Its a weird code like "x_units alpha1...."
Someone else knows t better than I. :P

Title: Re:ok so parachuting works in a chopper BUT...
Post by: box on 28 Jul 2004, 20:24:39
allright ill try what u said but how cant u open the mission. its just desert island and the flaspoint resistance chinook and flashpoint resistence soldiers. like 4 of them...
Title: Re:ok so parachuting works in a chopper BUT...
Post by: macguba on 28 Jul 2004, 22:38:49
There are probably a whole bunch of addons mentioned in the mission.sqm.     If you use an addon in a mission and subsequently delete it, you still have to remove it manually from the mission.sqm.
Title: Re:ok so parachuting works in a chopper BUT...
Post by: box on 29 Jul 2004, 00:17:52
ahh macguba ur right i did previously have addons in it. but that doesnt matter!!! i got it to work ;D. everything i had done was right. all i needed to do was group the trigger that activated the script with the fokker troopship and jingle and jangle a couple other things, thanks to Tombs posts on the parachuting thread, it gave me those few exta things i needed.  ;D ;D

the only problem is that all FDF soldiers (not halo paratroopers) dont pull their parachute and plumet to their death on the solid sand...
Title: Re:ok so parachuting works in a chopper BUT...
Post by: Dubieman on 29 Jul 2004, 04:27:37
Well I read your .sqm and I cannot open something with a bunch of adddon names. I'd crash to desktop....

Well I'd imagine grouping the trigger would work much better. What about naming the group, group alpha? I read the script and that is what it specifies. Not a unit...
When calling it...

Code: [Select]
; 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 "schute.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 "schute.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

 :P