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> A qestion about Gnats V22 Osprey
Taro
post Dec 18 2008, 22:35
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Hi Im new to this forum but I decided to register to as few questions regarding few mods that Im testing.

Here I would like to ask:
if is there any way to change exit position for troops inside Gnats V22 Osprey cargo. Im asking becouse this addon is GREAT but exiting inide Osprey REALLY kills AI. Thats why I want to ask if there is any way to change this. I have avarnge modding skills so please be descriptive with your advices.
 
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Supr3me KiLL3r
post Dec 19 2008, 01:08
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I use this addon alot, so i'll tell you how I got around that.

Use this script I modified from a paradrop script.

[group, V22] exec "getout.sqs"

Make sure the V22 is on the ground before you start it.
Ejects AI and moves them to the back of the plane (8 meters behind, 3 meters down)

CODE
_Group = _this select 0
_Vehicle = _this select 1


_listunits = units _Group

_A = 0
_B = count _listunits
#KEEPSENDING
_listunits select _A action ["EJECT", _vehicle]
_listunits select _A setpos (_vehicle modelToWorld [0,-8,-3]
Unassignvehicle (_listunits select _A)
_A=_A+1
~1
?_B >_A:goto "KEEPSENDING"
~1


This post has been edited by Supr3me KiLL3r: Dec 19 2008, 01:10


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Taro
post Dec 19 2008, 10:44
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Nice one, but could you tell how to make this script run only when osprey is on the ground. How do you make it land and then run this script?
 
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Supr3me KiLL3r
post Dec 19 2008, 12:34
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Well, its kinda complicated but I got around that too. I can explain, but not right now.

I made another script that forces helicopters to land, and then execute that script above.

The correct way to use this would be to place the aircraft, then a waypoint, start the script in the waypoint, and then add another waypoint for where you want the helicopter to leave to.

*NOTE* This script basically takes a helicopter, and slows it down/lowers altitude, changing speed at certain altitudes, until it "hits the ground" (no damage) and then is "held down" until everyone in the group gets out, and then the helicopter resumes flying. It is not guranteed to work, and is dependent on terrain. However, you can do very fast insertions this way, and also can fix the problem of AI helicopter pilots taking absolutely damn forever to land.

*ISSUES* The landing gear on the Osprey doesn't come out right away when using this script, and it clips the ground for a moment. I talked to Gnat about fixing this, it puzzles both of us. if you can fix that, let me know cool.gif

[group, V22] exec "forceland.sqs"

CODE
_group = _this select 0
_vehicle= _this select 1

#heliland
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -6]
~0.01
?getPos (driver _vehicle) select 2 > 10: goto "heliland"
?getPos (driver _vehicle) select 2 <= 10: goto "heliland2"
#heliland2
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -3]
~0.01
?getPos (driver _vehicle) select 2 > 5: goto "heliland2"
?getPos (driver _vehicle) select 2 <= 5:[_group,_vehicle] exec "getout.sqs"
?getPos (driver _vehicle) select 2 <= 5: goto "heliland3"

#heliland3
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -0.5]
~0.01
?({vehicle _x == _vehicle} count units (_group) <= 0 ): exit
?getPos (driver _vehicle) select 2 <= 5: goto "heliland3"


This post has been edited by Supr3me KiLL3r: Dec 19 2008, 12:37


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http://www.youtube.com/watch?v=sYwE-HkeYuQ
 
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Taro
post Dec 19 2008, 14:43
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Thank you very much I was looking for something like this for quite a time. Its supprisingly hard to make choppers behave in way that you want them, Ill check this right away.

EDIT: This script is pretty good but there are some small issues. It doesnt make chopper (I tested few machines) land on ground, it hovers and when soldier is ejected he's hurt. Also for some reasons there is message that there is problem with get out script (i was using getout.sqs alone it it worked fine. You could place verible that will make chopper stay on the ground for additional 3 sec (should be configurable) per every soldier that is ejected.

I think it would be pretty cool if something like this could be used for evacs.

BTW: Is there any way to create trigger that will add radio command to player and than take it away after using it set number of time (ie. you walk on trigger, air strike option is added, you use it 3 times and lose it). Also how to spawn vehicles using trigger or script?

This post has been edited by Taro: Dec 19 2008, 15:03
 
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Supr3me KiLL3r
post Dec 20 2008, 02:13
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QUOTE
EDIT: This script is pretty good but there are some small issues. It doesnt make chopper (I tested few machines) land on ground, it hovers and when soldier is ejected he's hurt. Also for some reasons there is message that there is problem with get out script (i was using getout.sqs alone it it worked fine. You could place verible that will make chopper stay on the ground for additional 3 sec (should be configurable) per every soldier that is ejected.


The reason for those issues is because that script I posted is configured specifically for Gnats V22 Osprey.

For other helicopters, the code is relatively the same. Except for the ?Getpos height code.

I didn't create this for the osprey originally, I created it to be used along with another script by Lendrom I found on OFPEC here, which makes troops disembark and set up a perimeter around the helicopter before moving. Simply replace the line "[_group, _vehicle] exec "getout.sqs"", with "lech_dismount.sqs"

CODE
_group = _this select 0
_vehicle= _this select 1


#heliland
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -6]
~0.01
?getPos _vehicle select 2 > 10: goto "heliland"
?getPos _vehicle select 2 <= 10: goto "heliland2"
#heliland2
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -3]
~0.01
?getPos _vehicle select 2 > 1: goto "heliland2"
?getPos _vehicle select 2 <= 1:[_group,_vehicle] exec "getout.sqs"
?getPos _vehicle select 2 <= 1: goto "heliland3"

#heliland3
_v = Velocity _vehicle
_vehicle setVelocity  [((_v select 0) / 1.001), ((_v select 1) / 1.001), -0.5]
~0.01
?({vehicle _x == _vehicle} count units (_group) <= 0 ): exit
?getPos _vehicle select 2 <= 1: goto "heliland3"


QUOTE
BTW: Is there any way to create trigger that will add radio command to player and than take it away after using it set number of time (ie. you walk on trigger, air strike option is added, you use it 3 times and lose it). Also how to spawn vehicles using trigger or script?


Look up Mr murrays editing guide, you'll have to write a script to do that.

This post has been edited by Supr3me KiLL3r: Dec 20 2008, 02:19


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http://www.youtube.com/watch?v=sYwE-HkeYuQ
 
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