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Alt 18.06.2010, 11:09   #626 (permalink)
_BARNS_
Newbie
 
Registriert seit: 09.01.2008
Beiträge: 1
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Hallo erstmal,

wie man als Player nen Fallschirm nimmt ist klar, abspringen auch, wie man mit nem Script die AI abspringen läßt ist auch klar und funktioniert wunderbar!

Mit dem ACE Mod muß man ja bekanntlich seinen Fallschirm selber mitnehmen ... ABER wie zum Henker mach ich es möglich das die AI die abspringt, verwendet wird das Nodlgscript von Mandoble, auch einen Fallschirm hat und sich nicht aus dem Flugzeug in den Tod stürzt???

Code:
case "CALL_PARAS":
{
_group = createGroup (_side);

switch (_side) do
{
case west:
{
_utype = "ACE_SoldierGPilot";
};
case east:
{
_utype = "SoldierEPilot";
};
case resistance:
{
_utype = "SoldierGPilot";
};
case civilian:
{
_utype = "Civilian2";
};
};

if (mando_airsupport_type_pa isKindOf "Helicopter") then
{
_range = mando_airsupport_range_he;
}
else
{
_range = mando_airsupport_range;
};

_jump = mando_airsupport_jump;

_spawnpos = _startpos;

_plane = createVehicle [mando_airsupport_type_pa, _spawnpos, [], 0, "FLY"];
_speed = speed _plane;
_ang = ((_targetpos select 0)-(_spawnpos select 0)) atan2 ((_targetpos select 1)-(_spawnpos select 1));
_plane setPos [_spawnpos select 0,_spawnpos select 1, mando_airsupport_bomb_alt max 100];
_plane setDir _ang;
_plane setVelocity [sin(_ang)*_speed/3.6,cos(_ang)*_speed/3.6,0];


_driver = _group createUnit [_utype,[0,0,30], [], 0, "FORM"];
_driver setskill 0.5;
_driver setCombatMode "BLUE";
_driver setBehaviour "CARELESS";
_driver setRank "CORPORAL";
_group selectLeader _driver;
_driver moveInDriver _plane;
_plane flyinHeight mando_airsupport_bomb_alt max 100;

if (!isNil "mando_missile_init") then
{
_plane SetVehicleInit "res = [This] execVM ""ace_sys_missiles\units\mando_onlymandoones.sqf"" ";
[_plane, 800, 1, 5, false, 0]execVM"ace_sys_missiles\units\mando_missileecm.sqf ";
processInitCommands;
};

_wp = _group addWaypoint [_targetpos, 0];
[_group, 1] showWaypoint "NEVER";
[_group, 1] setWaypointSpeed "FULL";
[_group, 1] setWaypointType "MOVE";

_group_i = createGroup (_side);
_i = 0;
{
if (_i == 0) then
{
_unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
_unit setCombatMode "RED";
_unit setBehaviour "AWARE";
_unit setRank "CORPORAL";
_group_i selectLeader _unit;
}
else
{
_unit = _group_i createUnit [_x,[0,0,30], [], 0, "NONE"];
_unit setCombatMode "RED";
_unit setBehaviour "AWARE";
_unit setRank "PRIVATE";
};

if (_side == civilian) then
{
_unit addMagazine "30Rnd_545x39_AK";
_unit addMagazine "30Rnd_545x39_AK";
_unit addMagazine "30Rnd_545x39_AK";
_unit addWeapon "AK74";
};
_unit setskill 0.5;
_unit moveInCargo _plane;
if (mando_airsupport_ab_switchable) then
{
addSwitchableUnit _unit;
};
_i = _i + 1;
} forEach mando_support_infantrytype;

_wp = _group_i addWaypoint [_targetpos, 0];
[_group_i, 1] showWaypoint "NEVER";
[_group_i, 1] setWaypointType "SAD";
_wp = _group_i addWaypoint [_targetpos, 0];
[_group_i, 2] showWaypoint "NEVER";
[_group_i, 2] setWaypointType "HOLD";

[_side, "HQ"] sideChat "Hold your position soldier ... RACS airborne units are on the way.";

[] exec "scripts\callpam.sqs";

Sleep 4;
waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};
/*
if (alive _plane) then
{
{
_x action ["EJECT", vehicle _x];
unassignVehicle _x;
Sleep 0.75;
} forEach units _group_i;
};
*/

if (_jump) then
{
if (alive _plane) then
{
{
if (alive _x) then
{
_x action ["EJECT", vehicle _x];
};
unassignVehicle _x;
Sleep 0.75;
} forEach units _group_i;
};
}
else
{
_plane flyinHeight 0;
_plane doMove _targetpos;
Sleep 3;
waitUntil {(((getPos _plane select 2) < 2) && (alive leader _group)) || (!alive leader _group)};
Sleep 2;
if (alive _plane) then
{
{
if (alive _x) then
{
_x action ["getOut", vehicle _x];
};
unassignVehicle _x;
Sleep 1;
} forEach units _group_i;
};
_plane flyinHeight mando_airsupport_bomb_alt max 100;
};

Sleep 2;
_group move _spawnpos;
Sleep 4;

waitUntil {((unitReady leader _group) && (alive leader _group)) || (!alive leader _group)};

{
if (alive vehicle _x) then
{
deleteVehicle vehicle _x;
};
} forEach units _group;

{
if (alive _x) then
{
deleteVehicle _x;
};
} forEach units _group;

deleteGroup _group;
Kann mir hier jemand weiterhelfen?

Danke schon mal!

};
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