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Author Topic: Ofrp rappel  (Read 2257 times)

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headshot_snipe

  • Guest
Ofrp rappel
« on: 04 Jun 2003, 08:31:02 »
How do you rapple with the ofrp puma, i managed to get the sign in my action menu, but when i press it nothing happens, any idea?  ???

tnx


DeLiltMon

  • Guest
Re:Ofrp rappel
« Reply #1 on: 04 Jun 2003, 09:37:42 »
That's more than I got :(

Yippyfn

  • Guest
Re:Ofrp rappel
« Reply #2 on: 05 Jun 2003, 02:27:13 »
What can you expect? They're French. :)

                            (Joking ;))

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #3 on: 05 Jun 2003, 02:43:24 »
work well

Aeon script works well.
« Last Edit: 05 Jun 2003, 03:28:06 by uiox »

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #4 on: 05 Jun 2003, 03:46:47 »
script of Aeon
Code: [Select]
;//   OFrP_Air    http://ofrp.free.fr   
;//   Rappeling script by Aeon (28/04/03)


_helico = _this select 0

OFrPPumaMyArrayOfHelico = []
_i  = 0
#BuildArray
_Temp = Call format [ "PubArrayofDrone%1",_i   ]
OFrPPumaMyArrayOfHelico = OFrPPumaMyArrayOfHelico  + [_Temp ]
If (_i  < OFrPPumaPubArrayHelicoIndex  - 1 ) then {_i = _i +1 ; goto "buildArray"}
_i = 0
_IDofHelico = 0
#SearchID
If (_Helico   != OFrPPumaMyArrayOfHelico select _i) then { _i = _i +1 ; goto "SearchID"}
_IDofHelico =_i

_allcrew = []
"if (_x != driver _Helico && _x != gunner _Helico && group _x != group driver _Helico) then { _allcrew = _allcrew + [_x]}" foreach crew _Helico
If (count _allcrew == 0) then {exit}
_Helico animate ["treuilx",1]
_Helico setbehaviour "careless"

 group _Helico lockWP true
_hauteurorigine = getpos _Helico select 2   
_Helico flyinheight 40


   #speed_check
   _xvel = velocity _Helico select 0
   _yvel = velocity _Helico select 1
   _zvel = 0
   ?_xvel > 0.2 : _Helico setvelocity [_xvel - 0.1,_yvel,_zvel]
   ?_yvel > 0.2 : _Helico setvelocity [_xvel,_yvel - 0.1,_zvel]
   ?_xvel < -0.2 : _Helico setvelocity [_xvel + 0.1,_yvel,_zvel]
   ?_yvel < -0.2 : _Helico setvelocity [_xvel,_yvel + 0.1,_zvel]
   ? _xvel > -0.2 and _xvel < 0.2 and _yvel > -0.2 and _yvel < 0.2 : goto "start"
   ~0.01
   goto "speed_check"

#Start
Call format [ "OFrPPumaEjectInprogress%1 = true ; publicvariable {OFrPPumaEjectInprogress%1}",_IDofhelico ]

_Helico setvelocity [0,0,0]


; *******   Script de mise à jour de la position de la corde (presque inutile ici car un pilote IA ne bouge pas, mais ya un peu de vent)

[ _helico, _IDofhelico] exec "\OFrP_Air\Effet\Rappel\UpdatePosRope.sqs"

_allcrewDroite = []
_allcrewGauche  = []

_allcrewDroite = _allcrewDroite + [_allcrew select 0]
_i = 1

#RepartitionGroupe

; *******   commence par l'impair
 If ( ( (_i mod 2) > 0 ) && (_i < count _allCrew ) )then {_allcrewGauche  =_allcrewGauche + [_allcrew select _i] }

; *******   le pair
 If ( (_i mod 2) == 0 ) then {_allcrewDroite =_allcrewDroite + [_allcrew select _i] }

_i = _i +1   

If  (_i < count _allCrew ) then {goto "RepartitionGroupe"}

Call format [ "OFrPPumaEjectInprogressGauche%1 = False ; publicvariable {OFrPPumaEjectInprogressGauche%1}",_IDofhelico ]
[ _helico , _allcrewDroite ,_IDofhelico, 0  ] exec "\OFrP_Air\Effet\Rappel\EjectRappel.sqs"

; ******* test au cas un seul mec a descendre en rappel

If (count _allcrewGauche > 0) then {Call format [ "OFrPPumaEjectInprogressGauche%1 = true ; publicvariable {OFrPPumaEjectInprogressGauche%1}",_IDofhelico ]; [ _helico , _allcrewGauche  , _IDofhelico , 1  ] exec "\OFrP_Air\Effet\Rappel\EjectRappel.sqs"}

; ******* attente des fins des scripts droit et gauche (mis a false dans le script ejectRappel)

@ (! (Call format [ "OFrPPumaEjectInprogressDroite%1",_IDofhelico ] ) ) &&  (! (Call format [ "OFrPPumaEjectInprogressGauche%1",_IDofhelico ] ) )
Call format [ "OFrPPumaEjectInprogress%1 = False ; publicvariable {OFrPPumaEjectInprogress%1}",_IDofhelico ]

#end

_Helico animate ["treuilx",0]
group _Helico lockWP false
_Helico setbehaviour "combat"
_Helico flyinheight _hauteurorigine

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #5 on: 05 Jun 2003, 03:49:35 »
The rope update (Aeon and uiox)





Code: [Select]
_helico =       _this select 0
_IDofhelico  =    _this select 1


;*********************************************************Constantes ***********************************************

_DistRope = 3.75
_AngleDroit = 25
_AngleGauche = 335
_HauteurRope = 3.02

;********************************************************** Fin des constantes****************************************

_rope = "OFrP_rope" createvehicle [0,0,0]
_rope2 = "OFrP_rope" createvehicle [0,0,0]

   #Update

   _rope  setpos [ (  (getPos _Helico)  select 0)+ ( (sin ((GetDir _Helico) + _AngleDroit)  ) * _DistRope )  , (  (getPos _Helico)  select 1) + (  (cos ((GetDir _Helico) + _AngleDroit )) * _DistRope )  , ( (getPos _Helico)  select 2)+ _HauteurRope ]
   _rope2  setpos  [ (  (getPos _Helico)  select 0)+  ( (sin ((GetDir _Helico)  + _AngleGauche) ) * _DistRope )  , (  (getPos _Helico)  select 1) + ( (cos ((GetDir _Helico) + _AngleGauche) ) * _DistRope )  , ( (getPos _Helico)  select 2)+ _HauteurRope ]

   ~0.001

   If  (Call format [ "OFrPPumaEjectInprogress%1",_IDofhelico ] )  then { goto "update"}

deletevehicle _rope
deletevehicle _rope2

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #6 on: 05 Jun 2003, 03:51:19 »
for each ropers (Aeon & uiox)

Code: [Select]
; [ _helico , _allcrew ,_IDofhelico  ,_Side   ] exec "EjectRappel.sqs"

_helico =       _this select 0
_allcrew =    _this select 1
_IDofhelico  =    _this select 2
_Side =       _this select 3

;****************************************IMPORTANT si des valeurs sont modifées les modifier aussi dans le script initLocal ******************

;********************************************************** Pour les réglages de position du ropeur ***********************************************

_DistRope = 3.75
_AngleDroit = 25
_AngleGauche = 335

;********************************************************** Pour les réglages de vitesse de descente du ropeur ****************************************

   _SpeedLimit = - 12
   _RandomSpeed = 8
   _SpeedMini =  2

;********************************************************** Autres réglages  du ropeur ****************************************

;****************** ou il démarre sur la corde

_StartRopeur =  + 0.2


; ******************Hauteur mini ou il sort de la corde

_HauteurArrivée = 0.2

_Pause = 0.01

;**********************************************************Fin des constantes**********************************************


OFrPPumaSartOnLocal = false ; publicvariable {OFrPPumaSartOnLocal}

_i = 0
   #EjectLoop
   _Helico  setvelocity [0,0,0]   
   
   _vehic = "OFrP_rappel" createvehicle [0,0,0]
   _roper = _allcrew select _i
   if (! (alive _roper) ) then {goto "SkipLocal"}

   _j = 0
   #WaitForOutOfHelico
   If (_j  == 10  ) then { OFrPPumaSartOnLocal = true ; publicvariable {OFrPPumaSartOnLocal}; OFrPPumaPlayerForEject = _roper  ; publicvariable {OFrPPumaPlayerForEject}; OFrPPumaPlayerHelicoForEject = _Helico ; publicvariable {OFrPPumaPlayerHelicoForEject};OFrPPumaPlayerSideHelicoForEject = _side ; publicvariable {OFrPPumaPlayerSideHelicoForEject};goto "SkipLocal"}
   If ( ! (alive _Helico))  then {goto "HelicoDead"}
   _roper action ["GETOUT",_Helico]   
   unassignvehicle _roper
   ~0.001
   if (_Roper in _helico) then {_j = _j +1; goto "WaitForOutOfHelico"}
   
   leader _roper groupchat format ["%1 GO !",name _roper]
   _Angle = _AngleDroit
   
   If (_side == 1) then {_Angle = _AngleGauche }
   
   _Rotation = 270

   _vehic setdir (   (GetDir _Helico) + (_Rotation  - ( _Side * 180 )  )    )

   

_vehic setpos  [ (  (getPos _Helico)  select 0)+ ( (sin ((GetDir _Helico) + _Angle)  ) * _DistRope )  , (  (getPos _Helico)  select 1) + (  (cos ((GetDir _Helico) + _Angle )) * _DistRope )  ,( (getPos _Helico) select 2)+_StartRopeur ]
   
   _vehic setvelocity [0,0,0]      
   _roper moveindriver _vehic         
   _vehic setcombatmode "red"
   
   #RappelDescente
   If ( ! (alive _Helico) ) then {_roper action ["GETOUT",_vehic]; deletevehicle _vehic    ;goto "HelicoDead"}
   _helico setdir _dirHeli
   _Helico setPos _PosHelico
   _Helico  setvelocity [0,0,0]
   if ( (velocity _vehic) select 2  < _SpeedLimit ) then {_vehic setvelocity [0,0, (_SpeedMini * -1)  + ( (random _RandomSpeed  )* -1) ]}
   ~_Pause
   if (! (alive _roper) ) then {_roper action ["GETOUT",_vehic];goto "SkipDead"}

   if   (       ( ((getpos _vehic ) select 2) >_HauteurArrivée )    ||   (             ! (  (velocity _vehic) select 2  > - 1 )           )                   ) then  {goto "RappelDescente"}
   
   _roper action ["GETOUT",_vehic]
   
   _roper  playmove "combatrunf"
   _roper playmove "combattocrouch"

   #SkipDead
   
   
   ~1

   #SkipLocal
   @ !(OFrPPumaSartOnLocal)
   deletevehicle _vehic   

   _i = _i +1   

   If ( ! (alive _Helico) ) then {goto "HelicoDead"}

   If ( (_i < count _allCrew ) && (alive _Helico) && ( ! (Call format [ "OFrPPumaSortieRappel%1",_IDofhelico ]) ) ) then {goto "EjectLoop"}

#HelicoDead

If (_Side == 0) then {Call format [ "OFrPPumaEjectInprogressDroite%1 = false ; publicvariable {OFrPPumaEjectInprogressDroite%1}",_IDofhelico ]}

If (_Side == 1) then {Call format [ "OFrPPumaEjectInprogressGauche%1 = false ; publicvariable {OFrPPumaEjectInprogressGauche%1}",_IDofhelico ]}


« Last Edit: 05 Jun 2003, 03:52:29 by uiox »

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #7 on: 05 Jun 2003, 03:53:31 »
For local unit

Code: [Select]
;******************* Boucle d'attente locale démarrée sur l'event Engine

If  (format ["%1", OFrPPumaLocalLoop ] == "scalar bool array string 0xfcffffef")  then { OFrPPumaLocalLoop = 0 }

;******* Le compteur sert pour qu'il n'y ai qu'une seule boucle

OFrPPumaLocalLoop = OFrPPumaLocalLoop +1
If  (OFrPPumaLocalLoop > 1) then {exit}


;*************** Cette variable pour trier les appels aux joueurs
;      utilisation : un appel est demandé par le serveur
;      la variable publique OFrPPumaSartOnLocal est mise à vrai
;      comme _NoStop est déja à vrai le programme sort de la boucle et va tester si c'est le bon joueur
;      Si c'est un autre joeur les autres scripts locaux se remettent en attente mais ne reexecutent plus l'instruction

_NoStop = true

#Loop

if ( (OFrPPumaSartOnLocal )  && (_NoStop) ) then { goto "callInProgress"}

if ( !(OFrPPumaSartOnLocal )  && !(_NoStop) ) then { _NoStop = true}

Goto "loop"





#callInProgress


_Roper = OFrPPumaPlayerForEject
if  (! (local _Roper )) then {_NoStop = false; goto "Loop"}
_Helico = OFrPPumaPlayerHelicoForEject
_Side = OFrPPumaPlayerSideHelicoForEject


;**************** IMPORTANT Ces constantes doivent être identiques à celles du script ejectrappel.sqs

_DistRope = 3.75
_AngleDroit = 25
_AngleGauche = 335

   _SpeedLimit = - 12
   _RandomSpeed = 8
   _SpeedMini =  2
      _StartRopeur =  + 0.2
      

      _HauteurArrivée = 0.2
      _Pause = 0.01


_Helico  setvelocity [0,0,0]


   
_vehic = "OFrP_rappel" createvehicle [0,0,0]
      
   
   
   
   leader _roper groupchat format ["%1 GO !",name _roper]

   _Angle = _AngleDroit
   If (_side == 1) then {_Angle = _AngleGauche}
   
   _Rotation =  270

   _vehic setdir (   (GetDir _Helico) + (_Rotation  - ( _Side * 180 )  )    )

   
   

_vehic setpos  [ (  (getPos _Helico)  select 0)+ ( (sin ((GetDir _Helico) + _Angle)  ) * _DistRope )  , (  (getPos _Helico)  select 1) + (  (cos ((GetDir _Helico) + _Angle )) * _DistRope )  ,( (getPos _Helico) select 2)+_StartRopeur ]
   
_roper action ["GETOUT",_Helico]   
   unassignvehicle _roper
_roper  assignAsDriver _vehic
#Force
   _vehic setvelocity [0,0,0]      
   _roper moveindriver _vehic         
   _vehic setcombatmode "red"
if  ( ! (_Roper in _vehic) ) then {player globalchat "notin"; goto "force"}
   
   #RappelDescente
   
   if ( (velocity _vehic) select 2  < _SpeedLimit ) then {_vehic setvelocity [0,0, (_SpeedMini * -1)  + ( (random _RandomSpeed  )* -1) ]}
   ~_Pause
   if (! (alive _roper) ) then {_roper action ["GETOUT",_vehic];goto "SkipDead"}

   if   (       ( ((getpos _vehic ) select 2) >_HauteurArrivée )    ||   (             ! (  (velocity _vehic) select 2  > - 1 )           )                   ) then  {goto "RappelDescente"}
   
   _roper action ["GETOUT",_vehic]
   
   _roper  playmove "combatrunf"
   _roper playmove "combattocrouch"

   #SkipDead
   
   
   




 OFrPPumaSartOnLocal = false ; publicvariable {OFrPPumaSartOnLocal}

Goto "loop"


Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #8 on: 05 Jun 2003, 03:55:58 »
and a mission


Code: [Select]
[version=11;
class Mission
{
   addOns[]=
   {
      "OFrP_air",
      "ofrp_armes",
      "OFrP_INFANTERIE"
   };
   addOnsAuto[]=
   {
      "OFrP_Air",
      "OFrP_Infanterie"
   };
   randomSeed=5465603;
   class Intel
   {
   };
   class Groups
   {
      items=6;
      class Item0
      {
         side="GUER";
         class Vehicles
         {
            items=1;
            class Item0
            {
               position[]={4097.125977,27.039762,5401.869629};
               azimut=180.000000;
               special="FLY";
               id=0;
               side="GUER";
               vehicle="OFrP_Puma_T_trl";
               leader=1;
               rank="COLONEL";
               skill=0.600000;
               text="helico1";
               init="this flyinheight  45";
            };
         };
         class Waypoints
         {
            items=5;
            class Item0
            {
               position[]={4111.968750,23.490000,4938.250977};
               expActiv="[helico1] exec ""\OFrP_Air\Effet\Rappel\StartRappelWP.sqs""";
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item1
            {
               position[]={4192.354980,23.490000,4921.623535};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item2
            {
               position[]={4214.092773,23.490000,4957.663574};
               expActiv="{_x AssignAsCargo helico1} foreach units group1;  {[_x] AllowGetIn true} foreach units group1 ;  {[_x] orderGetIn true} foreach units group1";
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item3
            {
               position[]={4230.772461,23.490000,5186.921387};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item4
            {
               position[]={4104.168457,23.490000,4955.151367};
               type="CYCLE";
               class Effects
               {
               };
               showWP="NEVER";
            };
         };
      };
      class Item1
      {
         side="GUER";
         class Vehicles
         {
            items=4;
            class Item0
            {
               position[]={4116.347168,23.490000,4938.593262};
               id=1;
               side="GUER";
               vehicle="OFrP_Inf_Leaderinf";
               player="PLAY CDG";
               leader=1;
               rank="LIEUTNANT";
               skill=0.333333;
               init="group1 = group this; ""_x moveInCargo Helico1"" foreach units group1";
            };
            class Item1
            {
               position[]={4119.169922,23.490000,4937.877930};
               id=3;
               side="GUER";
               vehicle="OFrP_Inf_ANF1L";
               player="PLAY CDG";
               skill=0.333333;
            };
            class Item2
            {
               position[]={4115.665527,23.490000,4936.401367};
               id=9;
               side="GUER";
               vehicle="OFrP_Inf_APILAS";
               player="PLAY CDG";
               skill=0.333333;
            };
            class Item3
            {
               position[]={4114.945801,23.490000,4936.880371};
               id=10;
               side="GUER";
               vehicle="OFrP_Inf_HecateII";
               player="PLAY CDG";
               skill=0.333333;
            };
         };
         class Waypoints
         {
            items=1;
            class Item0
            {
               position[]={4162.531250,23.490000,4927.352539};
               class Effects
               {
               };
               showWP="NEVER";
            };
         };
      };
      class Item2
      {
         side="GUER";
         class Vehicles
         {
            items=1;
            class Item0
            {
               position[]={4056.850586,27.144629,5401.869629};
               azimut=180.000000;
               special="FLY";
               id=4;
               side="GUER";
               vehicle="OFrP_Puma_T_trl";
               leader=1;
               rank="COLONEL";
               skill=0.600000;
               text="helico2";
               init="this flyinheight  45";
            };
         };
         class Waypoints
         {
            items=5;
            class Item0
            {
               position[]={4078.069824,23.490000,5073.934082};
               expActiv="[helico2] exec ""\OFrP_Air\Effet\Rappel\StartRappelWP.sqs""";
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item1
            {
               position[]={4078.648926,23.490000,4959.846191};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item2
            {
               position[]={3907.969238,23.490000,4951.672363};
               type="LOAD";
               synchronizations[]={0};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item3
            {
               position[]={3990.779785,23.490000,5118.308105};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item4
            {
               position[]={4052.841553,25.292925,5384.791016};
               type="CYCLE";
               class Effects
               {
               };
               showWP="NEVER";
            };
         };
      };
      class Item3
      {
         side="GUER";
         class Vehicles
         {
            items=12;
            class Item0
            {
               position[]={4078.684326,23.490000,4909.563477};
               id=5;
               side="GUER";
               vehicle="OFrP_Inf_Officierinf";
               leader=1;
               rank="LIEUTNANT";
               skill=0.333333;
               init="group2 = group this; ""_x moveInCargo Helico2"" foreach units group2";
            };
            class Item1
            {
               position[]={4074.706787,23.490000,4912.534668};
               id=25;
               side="GUER";
               vehicle="OFrP_Inf_HecateII";
               skill=0.333333;
            };
            class Item2
            {
               position[]={4075.426514,23.490000,4912.055664};
               id=24;
               side="GUER";
               vehicle="OFrP_Inf_APILAS";
               skill=0.333333;
            };
            class Item3
            {
               position[]={4076.194092,23.490000,4911.862793};
               id=23;
               side="GUER";
               vehicle="OFrP_Inf_ABL";
               skill=0.333333;
            };
            class Item4
            {
               position[]={4077.142822,23.490000,4911.812500};
               id=15;
               side="GUER";
               vehicle="OFrP_Inf_Officierinf";
               rank="SERGEANT";
               skill=0.333333;
            };
            class Item5
            {
               position[]={4077.969482,23.490000,4912.342773};
               id=22;
               side="GUER";
               vehicle="OFrP_Inf_TRC9200";
               skill=0.333333;
            };
            class Item6
            {
               position[]={4078.449463,23.490000,4912.775391};
               id=16;
               side="GUER";
               vehicle="OFrP_Inf_Minimi";
               skill=0.333333;
            };
            class Item7
            {
               position[]={4078.930908,23.490000,4913.532227};
               id=17;
               side="GUER";
               vehicle="OFrP_Inf_ANF1L";
               skill=0.333333;
            };
            class Item8
            {
               position[]={4078.862061,23.490000,4914.151367};
               id=18;
               side="GUER";
               vehicle="OFrP_Inf_Medic";
               rank="SERGEANT";
               skill=0.333333;
            };
            class Item9
            {
               position[]={4078.587158,23.490000,4914.632813};
               id=19;
               side="GUER";
               vehicle="OFrP_Inf_Famasinf";
               skill=0.333333;
            };
            class Item10
            {
               position[]={4078.380615,23.490000,4915.183105};
               id=20;
               side="GUER";
               vehicle="OFrP_Inf_AP58";
               skill=0.333333;
            };
            class Item11
            {
               position[]={4077.899170,23.490000,4916.145996};
               id=21;
               side="GUER";
               vehicle="OFrP_Inf_AC58";
               skill=0.333333;
            };
         };
         class Waypoints
         {
            items=3;
            class Item0
            {
               position[]={3939.736328,23.464598,4926.615234};
               type="GETIN";
               synchronizations[]={0};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item1
            {
               position[]={3940.963379,23.480913,4942.865234};
               class Effects
               {
               };
               showWP="NEVER";
            };
            class Item2
            {
               position[]={3953.427979,23.490000,4928.528809};
               type="CYCLE";
               class Effects
               {
               };
               showWP="NEVER";
            };
         };
      };
      class Item4
      {
         side="GUER";
         class Vehicles
         {
            items=1;
            class Item0
            {
               position[]={4142.436035,28.210567,5406.903809};
               azimut=180.000000;
               special="FLY";
               id=8;
               side="GUER";
               vehicle="OFrP_Puma_T_trl";
               player="PLAYER COMMANDER";
               leader=1;
               rank="COLONEL";
               skill=0.600000;
               text="HelicoPlayer";
               init="this flyinheight  45";
            };
         };
      };
      class Item5
      {
         side="GUER";
         class Vehicles
         {
            items=4;
            class Item0
            {
               position[]={4122.693848,23.490000,4949.380371};
               id=11;
               side="GUER";
               vehicle="OFrP_Inf_Leaderinf";
               player="PLAY CDG";
               leader=1;
               rank="SERGEANT";
               skill=0.466667;
               init="group3 = group this; ""_x moveInCargo Helicoplayer"" foreach units group3";
            };
            class Item1
            {
               position[]={4125.693848,23.490000,4944.380371};
               id=12;
               side="GUER";
               vehicle="OFrP_Inf_ANF1L";
               player="PLAY CDG";
               rank="CORPORAL";
               skill=0.333333;
            };
            class Item2
            {
               position[]={4127.693848,23.490000,4944.380371};
               id=13;
               side="GUER";
               vehicle="OFrP_Inf_Famasinf";
               player="PLAY CDG";
               skill=0.200000;
            };
            class Item3
            {
               position[]={4129.693848,23.490000,4944.380371};
               id=14;
               side="GUER";
               vehicle="OFrP_Inf_Famasinf";
               player="PLAY CDG";
               skill=0.200000;
            };
         };
      };
   };
   class Vehicles
   {
      items=3;
      class Item0
      {
         position[]={4110.568359,23.490000,4941.062500};
         id=2;
         side="EMPTY";
         vehicle="M113Wreck";
         skill=0.600000;
      };
      class Item1
      {
         position[]={4078.421387,23.490000,4959.350586};
         id=6;
         side="EMPTY";
         vehicle="M113Wreck";
         skill=0.600000;
      };
      class Item2
      {
         position[]={3933.519043,23.463379,4939.243652};
         id=7;
         side="EMPTY";
         vehicle="FlagCarrier";
         leader=1;
         skill=0.333333;
      };
   };
   class Markers
   {
      items=3;
      class Item0
      {
         position[]={4098.543457,27.495203,5429.572754};
         name="heli";
         text="Helico sans trigger";
         type="Flag";
      };
      class Item1
      {
         position[]={4145.333984,26.283504,5368.817383};
         name="heli_1";
         text="Helico avec trigger 1 joueur leader + 1 joueur non leader";
         type="Flag";
      };
      class Item2
      {
         position[]={4058.268066,29.296389,5429.572754};
         name="heli_2";
         text="Helico sans trigger";
         type="Flag";
      };
   };
};
class Intro
{
   randomSeed=629251;
   class Intel
   {
   };
};
class OutroWin
{
   randomSeed=7428099;
   class Intel
   {
   };
};
class OutroLoose
{
   randomSeed=5897731;
   class Intel
   {
   };
};
/code]

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #9 on: 05 Jun 2003, 03:56:55 »
Koniec

DeLiltMon

  • Guest
Re:Ofrp rappel
« Reply #10 on: 05 Jun 2003, 09:34:06 »
 ???
Je ne comprends pas, does anything have to be put in the init line or something because I haven't even seen the option appear to rappel.

Eviscerator

  • Guest
Re:Ofrp rappel
« Reply #11 on: 05 Jun 2003, 09:41:10 »
Well, to simply just rappel a squad out of the chopper there are a few things to do:

1. Get the rappel puma, the name escapes me, but its not the normal version, and its not the Pirate version, its the 'other' one.

2. The pilot and the cargo can not be in the same group, otherwise when you click the rappel button nothing will happen.

3. Once the cargo is in, (ill assume youre the pilot), fly up to about 15-30m, hover, and 'Start Rappel Insertion' should appear, click it and it should rappel them in, although you may have to adjust your height to get it to work.

Offline kikill

  • Members
  • *
  • I'm a llama!
Re:Ofrp rappel
« Reply #12 on: 05 Jun 2003, 09:45:58 »
well, yes, you have to put this init field

[helico1] exec "\OFrP_Air\Effet\Rappel\StartRappelWP.sqs"

and, i may have done something wrong, but i had to put this line in the waypoint before the one where the troops should rappel... (i.e :   if i want my troops to rappel in waypoint 2, i put this line in waypoint 1)
that way it works fine to me.

i didn't really test completly the puma, so i don't know if the option ever appear in the menu.

Offline kikill

  • Members
  • *
  • I'm a llama!
Re:Ofrp rappel
« Reply #13 on: 05 Jun 2003, 09:46:27 »
puma treuil

BipBip

  • Guest
Re:Ofrp rappel
« Reply #14 on: 06 Jun 2003, 10:01:37 »
Hi

If your're the pilot of the chopper, with a squad aboard, you don't even need a line in the init field. Just be above 20 25m then, you'll see the menu, then, is order to have the rappel sequence starting, you have to stop the chopper... once it's stabilized, the soldiers will start go down ;)

Eviscerator

  • Guest
Re:Ofrp rappel
« Reply #15 on: 06 Jun 2003, 13:08:56 »
Hi

If your're the pilot of the chopper, with a squad aboard, you don't even need a line in the init field. Just be above 20 25m then, you'll see the menu, then, is order to have the rappel sequence starting, you have to stop the chopper... once it's stabilized, the soldiers will start go down ;)

Not if the squad is in your group, which is probably where people are getting confused.

Vyper

  • Guest
Re:Ofrp rappel
« Reply #16 on: 06 Jun 2003, 16:14:08 »
Is there no way you can have group members rappeling out of a Puma if your the pilot then?  It was done succesfully using the BAS MH-47E however i never really figured out how to get you as the pilot with a seperate group to rappel out, or even a pilot not in your group and then you and your group rappeling out.

I just like testing addons out for size on the desert island against my generic line up of troops so rappeling out my guys would be very useful...Can i not use a script or something? surely one of the Script Deities can sort the proverbial nut?

Vyper

Offline uiox

  • Contributing Member
  • **
Re:Ofrp rappel
« Reply #17 on: 06 Jun 2003, 19:11:17 »
I don't understand where is your problem, you can manage the team after rappeling with the join command (or before), cause if I do that i'm sure I will have to unjoin them.

& when the pilot is human he's a pilot not a group leader, one action is free test the abort action cause for me it's emergency action access to everybody...

This limitation is due to the complexity of MP management, but I can be wrong with the method...

Vyper

  • Guest
Re:Ofrp rappel
« Reply #18 on: 06 Jun 2003, 20:46:03 »
Ofcourse, in my haste i thought not of that good fellow.....crap, ah well, cheers

Vyper