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#1 Posted at 2011-08-30 01:37        
     
I've been making a mission in the editor for a clan I play with, the only problem is that the mission is over a vast area and you need transport quite often. Use of enemy transport is limited because more often than not the vehicle is destroyed in some way. I've got a script t parachute in supports like ammo boxes and vehicles, the only problem is that I do not know how to make it so that the c-130 isn't on the map to begin with, and so that everyone can call in the support via the communications option, not just by radio alpha, bravo, etcetera. I can create a c-130 empty, a unit that goes in the c-130, but the unit does not take off in the plane and just taxis around on the ground.

I have a basic idea of what I have to get the script to do:
    1. Create a C-130 unit that is flying and in its own group
    2. Make the C-130 have a waypoint on the calling players position that when completed activates the drop script
    3. Make another waypoint on a marker somewhere else on the map to delete the C-130 and its group
    4. Make the support limited
    5. Make it activated by the communications action via the command menu
This has been stumping me for a long time, I've tried several things, but it never works! I would love to have guidance or help on this. Thanks!

This post was edited by FuNKo1 (2011-08-30 02:14, ago)

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#2 Posted at 2011-08-30 01:44        
     
moveInCargo is the command you're looking for to get the players into the C-130 from the start of the map.


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#3 Posted at 2011-08-30 02:06        
     
I know that, i want to create the C-130 by running the script, not having it on the map all the time. if i use the create unit command on a c130 it creates the unit for a brief second, then it disappears. basically what i am aiming for right now is creating the unit, then properly executing the creation of waypoints in order to make it fly.

When i am executing the waypoints i want them to at the first one execute the drop script, and the second one to delete the unit and its group

This post was edited by FuNKo1 (2011-08-30 02:13, ago)

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#4 Posted at 2011-08-30 04:11        
     
Oh, sorry I read that wrong. So you want anyone to be able to spawn a C-130 from the communications menu have it spawn in a set location, fly to a set location, eject the player, then fly off and disappear being ready again after x minutes?


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#5 Posted at 2011-08-30 08:23        
     
Editing questions belong in the editing section, topic moved.

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#6 Posted at 2011-08-30 13:28        
     
yes, sort of, i want to have it spawn via the communications menu. I want it to spawn flying and fly to the players position. then when it reaches the callers location i want it to drop some ammo or a vehicle using this: nil= this execvm"sbros.sqf". then after it drops i want it to fly to a location on the map that deletes the plane and will make it available every few minutes (or seconds depending on the support)

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#7 Posted at 2011-08-30 19:54        
     
Here's a script for you. Use either Radio Alpha or the old flagpole addaction method (if you want to simulate your player using a static radio on a table for example)


Edited to stop repeated calls whilst plane exists.
Edit script as you plaese for alternative cargo.
Call from init.sqf using
{null = _x addaction [("<t color=""#ffa500"">" + ("Call Airdrop") + "</t>"),"airdropradio.sqf"]}foreach Playableunits;

This post was edited by palyarmerc (2011-08-30 20:31, ago)

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#8 Posted at 2011-08-30 22:44        
     
thank you so much! that is almost exactly what i want! now the only problem is making it so i can execute it several times using an action or the communications menu. the problem with an action is that i don't know how to make it that when you are killed the action doesn't go away. Thanks A lot!
I also dont understand why the addaction thing is working...
it does nothing, i can only excecute through radio

This post was edited by FuNKo1 (2011-08-30 23:17, ago)

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#9 Posted at 2011-08-31 08:17        
     
I may have got the init.sqf code wrong if you are using that

{null = [_x] addaction [("<t ...

Other than that it can be called everytime plane3 doesn't exist (you may need to re-run the addaction on respawned players)

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#10 Posted at 2011-10-19 00:18        
     
sorry about bringing up a dead post, but i finally got off my ass and got to posting this:

The script works fine except for one thing, the plane never flies to the position to drop its cargo. i know the plane spawns and i know it flies around, but it never drops the cargo and it never flies to me :-(
my best guess of where it goes is that it keeps flying off the map until it hits the game wall and explodes. i dont know why it does this but i think it has somthing to do with the enemies in a nearby base.

Help would be appreciated! *HELP*

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#11 Posted at 2011-10-19 01:21        
     
Are you sure it's not working, I tried it and it works every time even when there are loads of enemies around and firing at the aircraft.

The only thing I can see is there is no createcenter west;

You only need this if there are no west units on the map, just place it before the _plane3Group = creategroup west;


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#12 Posted at 2011-10-19 03:36        
     
the script works fine, except that the plane never shows up, i also have edited it a little. i'll post what i did here:


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#13 Posted at 2011-10-19 12:35        
     
I had a couple of problems with sideradio which I changed to sidechat and add the createcenter West and it works ok.

I also noticed in your spoiler tag it says transportsupport.sqf but the addaction calls airdropradio.sqf



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#14 Posted at 2011-10-19 22:11        
     
the sideradio errors you got were becase you didnt define the cfgradio stuff i have in my description.ext i already have a center for west. i call the script using the radio commands and the name really has nothing to do with it.

The script works fine except the plane never flies over me, i have also tested it on the same map with nothing on it but me and it worked fine, so it is just this mission.

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#15 Posted at 2011-10-19 23:00        
     
Maybe you could up load the mission it's hard to test something you can't reproduce.

Also what version are you using 1.57 or betas?