OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Alan34 on 09 Oct 2002, 06:15:27

Title: Instant parachute unit
Post by: Alan34 on 09 Oct 2002, 06:15:27
I need a trigger to move or create a Black Op unit that parachutes over a specific game logic unit.  East present would be the activation.  I tried all kinds of angles with no solution.  I can move a Black Op there and give him a height but he only falls to his death.  
Title: Re:Instant parachute unit
Post by: CareyBear on 09 Oct 2002, 07:06:41
You need to put him in a parachute, dude. Just like RL..

There are several solutions in http://www.ofpec.com/editors/snippet_cat.php?id=4 (http://www.ofpec.com/editors/snippet_cat.php?id=4)

Look at the HALO ones first - for what you're after, they're the most visually impressive.

Personally, I like Shogun's one. Easy to use, cos it makes it's own parachutes.

http://www.ofpec.com/editors/snippet_view.php?id=71 (http://www.ofpec.com/editors/snippet_view.php?id=71)

PS: Check the tuts and snippets for this sort of stuff b4 you post - not that I mind answering, but it's been answered over and over...

Cheers

CareyBear
Title: Re:Instant parachute unit
Post by: Alan34 on 09 Oct 2002, 18:38:28
Thanks for the info.  I had already looked at the code/posts u mentioned. They do not parallel what I need. I've used parachutes before, no big deal.  However, in this case some things are different.  The parachuting does not begin at the start of mission.  The parachutist are AI.  A trigger is what starts the parachuting sequence.  So far, I've NEVER seen this scenario in a mission.  What I'm trying to do is have East present to activate a trigger, and in On Activation this must happen:  AI soldiers located elseware on the map must move using setpos to game logic objects, and the parachuting sequence begins.  I tried HALO with erractic and sometimes odd results.  Will keep working on it.  Like I said, all the previous examples of using Halo script do NOT do what I've described.  
Title: Re:Instant parachute unit
Post by: macguba on 09 Oct 2002, 21:04:49
now, now, I did something like this the other day when I was playing around, what did I do ...... have the loon on the far side of the map .... getpos setpos to the marker position except make him 100m above the marker, up in the air .... moveincargo parachute or whatever the command is .. maybe it was moveindriver.

If what I'm talking about

a) makes any sense and
b) works

then you can easily put it in a wee script which is called by your east present trigger.

I've never looked at the HALO scripts so I may not be adding anything to the debate.  If so, apologies.
Title: Re:Instant parachute unit
Post by: Alan34 on 09 Oct 2002, 21:42:47
The approach u suggested works in general, however the issue is the trigger. Your method works fine if the parachute jump is needed at begining of mission.  The problem I ran into was making it wait until the trigger fired.  Doing so caused the AI men to fly like anvils.  The only way the chutes worked is if they activated right at start of mission.  Meanwhile, I'm working on a modified version of HALO and making some progress.   Strange though, sometimes the men fall to ground and are not killed.  Other times they fall and they disappear. Other times they work perfectly.  I think I'm close to a work around:) Has to do with the grouping requirement.  More later.
Title: Re:Instant parachute unit
Post by: Tomb on 10 Oct 2002, 15:59:12


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Title: Re:Instant parachute unit
Post by: Alan34 on 10 Oct 2002, 19:42:08
That solves my problem.  Mucho thanks:)