Home   Help Search Login Register  

Author Topic: (Accepted) group-vehicle dismount  (Read 3299 times)

0 Members and 1 Guest are viewing this topic.

Offline sharkattack

  • Former Staff
  • ****
(Accepted) group-vehicle dismount
« on: 26 Feb 2007, 14:37:50 »
a simple script to get any group to dismount from any vehicle ..
demo included..
drag folder from rar direct to user missions folder .. play in editor ..
« Last Edit: 02 Sep 2007, 05:39:13 by hoz »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline satexas69

  • Members
  • *
Re: group-vehicle dismount
« Reply #1 on: 27 Feb 2007, 07:54:54 »
Shark,

Maybe you can help here...

I need 2 UH60's full of troops to BOTH eject their loads of troops.

If I use your script, an exact copy of the setup - it works using only ONE way point (if you add multiple "MOVE"'s, the chopper freaks out)

Ok... so I use one waypoint, and when they hit the designated trigger, they all eject.

So far, so good.

But the SECOND chopper, causes the first one to "break".

To troubleshoot, I copied the script, and called it "dismount2.sqs" and I called the second UH60 "chopper2" and made that that name was used in all places (Trigger, Chopper, Pilot and Troops).

Doing this, the "second" chopper ejects it's load, but now the first does not... any clue as to what's going on here?

Offline sharkattack

  • Former Staff
  • ****
Re: group-vehicle dismount
« Reply #2 on: 27 Feb 2007, 18:48:21 »
i found using a trigger to activate the script works better for choppers (see demo)..
i dont trust waypoints and choppers usually miles out ..
also have a trigger  for each chopper you use ... just group the trigger to heli and he will fire it ...
or you could take a look at co12@special operations   in the missions depot ..
i have multiple helis deploying airborne troops .. (done like you did  change copy script but change name slightly to avoid confusiong helis..)
"HOLY SARDINE" - see Shark-Attack meet his match

Offline satexas69

  • Members
  • *
Re: group-vehicle dismount
« Reply #3 on: 04 Mar 2007, 04:11:06 »
Shark,

I got it all working great, thanks.

I found out that some of my pain was self-inflicted - I had conflicting group-naming issues and hadn't realized it.

The deploy script works great, and I don't need multiple copies now... just one works fine for a variety of uses in a single mission.

Thanks!

Offline shameless

  • Members
  • *
Re: group-vehicle dismount
« Reply #4 on: 11 May 2007, 06:14:21 »
Hi guys,

I was searching the forums for a parachute script, tested the example mission for this script that shark attack made and thought this would work great on the mission that im currently working on.

Just wondering, does this script work for MP? Because ive tried the example mission in mission editor and all works great. Then ive done the exact same thing in my mission. When i host it on our dedi server something different happened that wasn't expected lol.

Basically i put 8 troops in the chopper, then when it reached the trigger the chopper ejected about 30 parachutes lol... But only 8 chutes had men attached. Once the men touched the ground they died????

I haven't changed anything from the example mission, just the example mission used west troops and i used east but surely that shouldn't make any difference right?
« Last Edit: 11 May 2007, 06:16:32 by shameless »

Offline sharkattack

  • Former Staff
  • ****
Re: group-vehicle dismount
« Reply #5 on: 02 Jun 2007, 10:21:59 »
add the following to start of script script   ?!(local server) : exit
so it should  now  be

?!(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
~.5
?_B >_A:goto "KEEPSENDING"
~.5
MoveNext = TRUE
« Last Edit: 02 Jun 2007, 10:23:53 by shark attack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: group-vehicle dismount
« Reply #6 on: 02 Jun 2007, 10:50:44 »
Hey Shark,
some tips here:
- Before ejecting a unit, check that the unit is IN the vehicle (A group may be splitted in several vehicles).
- Before ejecting a unit, check if vehicle is 1m or more above ground level. If too low, instead of eject, use the GET OUT action.
- Make "delay between ejects/getouts" an argument of the script.
- Consider the situation where the driver of the vehicle is IN the group. In that case, you may decide between keeping the driver IN the vehicle or make sure he is the last one to eject/get out.

Offline sharkattack

  • Former Staff
  • ****
Re: group-vehicle dismount
« Reply #7 on: 03 Jun 2007, 15:41:09 »
thanx  mate ... will  have  a go 
 :good:
"HOLY SARDINE" - see Shark-Attack meet his match