OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Resources Beta Testing & Submission => Topic started by: toadlife on 17 Mar 2003, 07:46:45
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Most of the HALO scripts I see are messy, unrealistic and only work with human players, or AI.
I'm aiming to make the 'ultimate' HALO script.
Features:
- Works with AI and humans
- No triggers needed
- Everything done with one script (including the action)
- Ability to specify:hieght at which the AI pulls the chute, variation range of the hieight, Failure rate (Uh oh!)
- Parachute continues to desend rapidly after pulling the chute, descent speed slows gradually after chute deploys..In other words - no more pulling your chute at 10 meters and living to tell about it!)
Things that don't work yet:
- Doesn't work good with MP (lag)
- Only works with West units (easy to fix)
ATTENTION: Latest version will allways be attached to this post!
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Ok, not much interest I see. ;D
Anyhoo, the issues I listed above are fixed! Lastest version is at the start of thread. I've tested it on my dedicated server, while connected via 56K and all 9 of my units succefully HALO droped repeatedly. The HALO script still worked after a unit died and respawned.
Features
- Works with AI and humans
- No triggers needed
- Everything done with one script (including the action)
- Ability to specify - Height at which the AI pulls the chute, variation on height, Failure rate of parachute.
- Detects if unit is AI or human - if human, and action for pulling the chute appears
- Automatically detects ejections and activates (HALO feature only activates if the unit is more than 50 meters above ground!)
- Parachute continues to desend rapidly after pulling the chute, descent speed slows gradually after chute deploys..In other words, it's realistic
- Works in multiplayer
- Works on for all sides
- Works after unit (or player) dies and respawns
- Will still work if a player controlled unit disconnects and unit becomes AI
Anyone want to actually try it? I'm open to suggestions as to how to make this better.
;)
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This sounds awesome toadlife ;)
Ill test it and let u know how it went.
Legend dude :thumbsup:
Zay out
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Looking forward to testing this out buddy.
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Be glad to check it out along with Zayfod's new rappel script... going to be busy tonight ;D
Check back with you tomorrow
IW
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Well done, nice simple to use script, I used it along with c130 at 4000 feet.
Now I just need work out some scripts for artillery bombardment to make a night Halo truly magnificent followed by random ricochets when we reach the ground to add some tension to the atmosphere
;D
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Glad you like it. I've made some minor changes to the script, but nothing groundbreaking. I'll be submitting it to the ed depot soon.
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I have been working (SLOWLY) on an integration with the controllable parachute add-on.
The combination so far is AWSOME! I have done it in an early morning (0430) drop from a hercules at 2400, enough of a droip to get the adrenaline going but not so long that people are going to the toilet while waiting to land ;D
Regarding my last comment of atmosphere, explosions, etc. (like a modern day D-Day happening below) I have posted regarding the "camcreate" scripting of bullets, etc. but no response. Any suggestions as to where I should post?
Thanks.
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I love the script toadlife. Thanks.
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Ehehe nice project.
did something similiar for mah mp mission.
The chopper has random events depending on damage etc.
quite fun actually where you fly around calmly thinking about blowing someone up and suddenly get some technical failure :D
Adds a nice additional funfactor to it imho.
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Ok. There is on final BETA version attached to the first post.
Current list of Features:
- Works with AI and humans
- No triggers needed
- Everything done with one script (including the action)
- Ability to specify - Height at which the AI pulls the chute, variation on height, Failure rate of parachute.
- Detects if unit is AI or human - if human, and action for pulling the chute appears
- Automatically detects ejections and activates (HALO feature only activates if the unit is more than 100 meters above ground!)
- Parachute continues to desend rapidly after pulling the chute, descent speed slows gradually after chute deploys..In other words, it's realistic
- Works in multiplayer
- Works on for all sides
- Works after unit (or player) dies and respawns
- Will still work if a player controlled unit disconnects and unit becomes AI
- FIX: Prevents 'cheating' - Before, if you pulled the chute at a very low altitide (like 10-20m), you would magically survive - Now the script will kill you if you try and pull this off.
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http://www.ofpec.com/editors/resource_view.php?id=462