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Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: sharkattack on 02 Jul 2009, 23:08:56

Title: HAHO
Post by: sharkattack on 02 Jul 2009, 23:08:56
hi lads

is it possible to equip a standard grunt with a steerable parachute  

im using a trigger to force a group eject from a C130 ... works out well  but i cant give them a decent chute
I can bypass the C130 insertion  and start a player in one  but  cant equip them to units in cargo
i tried  adding them to units loadout but classname isnt recognized  as either weapon or magazine

paradrop.sqs

Code: [Select]
?!(local server) : exit

_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
~.2
?_B >_A:goto "KEEPSENDING"
~.2
MoveNext = TRUE


forgive my ignorance  never been the brightest bulb  :blink: ....  im a sand dancer ...  say no more






Title: Re: HAHO
Post by: laggy on 02 Jul 2009, 23:43:28
Quote
forgive my ignorance  never been the brightest bulb  Blink

I'm definitely right... behind you  :D

Have you tried to first have the units OUTSIDE (as in walking infantry) while equipping them and then use "moveincargo" to place them in the plane, where they should be?

If I remember correctly, this could be the issue.
Title: Re: HAHO
Post by: bardosy on 03 Jul 2009, 07:39:56
Quote
is it possible to equip a standard grunt with a steerable parachute 

Yes. I cheked the official BIS halo script. (unpbo the air2.pbo, and you will find it) and there you can see how BIS delete the non steetable para and create the steerable to the units. Sorry, I cannot write it right now, because I1m in the office, far from my sweetie ArmA2... ;)
Title: Re: HAHO
Post by: sharkattack on 03 Jul 2009, 17:18:51
@
laggy thats exactly  what ive done  ... if the plane is present in a trigger area  the troops move in cargo  (hidden by a black in) if it has cleared the trigger area  troops start on the ground ..

@bardsoy

thanks for the tip mate   .. ill check it out 


thanks lads
Title: Re: HAHO
Post by: laggy on 03 Jul 2009, 17:27:49
Hmmm... sorry for a useless tip  :-[ Good luck with the BIS decryption.

Cheers,

Laggy
Title: Re: HAHO
Post by: hoz on 03 Jul 2009, 19:20:11
Quote
Good luck with the BIS decryption.

None of the BI Files are corrupted. You can use eliteness to 'derap' any files not legible in note pad.
Title: Re: HAHO
Post by: Spooner on 03 Jul 2009, 20:56:34
I think you mean to say that none of the BI files are encrypted. They are merely binarised (A reversible process that takes a text file and converts it into a form more quickly read by a computer). I recommend Mikero's tools (http://dev-heaven.net/projects/show/mikero-pbodll)

Only addons in VBS are actually encrypted.
Title: Re: HAHO
Post by: bardosy on 06 Jul 2009, 07:27:21
Well, I had no time to check trough your question at home, but I just droped the script to my memorystick, and now I see, it's just remove the default parachute.

Code: [Select]
;// wait that the player drive the normal parachute
@ (typeOf (vehicle _HALOunit)) in ["ParachuteWest","ParachuteEast","ParachuteG","ParachuteC","Parachute"]

;// Delete the default parachute
_defaultparachute = vehicle _HALOunit
deleteVehicle _defaultparachute

But in this script: "ca\air2\halo\data\Scripts\HALO_AI.sqs" you can find how to create and equip the player with the steerable para.  Good luck!
Title: Re: HAHO
Post by: sharkattack on 06 Jul 2009, 20:16:18
thanks mate  ...
i can   swap the chutes works fine for playable units   however AI  units will not steer them    ???