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#1 Posted at 2013-02-01 17:30        
     
Hey Guys

I'm trying to make a Multiplayer Mission with multiple Qbjectivs with ACE/ACRE.

I want the players to respawn in a C130J which is circleling over the Objectivs. The AI is the pilot.

I tried it with a repeating Trigger

Condition:

not alive player;


On Act.

TitleCut ["Wait!!!","BLACK OUT",3]


On Dea.

player moveInCargo [c130j,6]; TitleCut ["Let's go","BLACK IN",3]

It works so far that the Player (I tried it multiple times in a self-hostet game, alone) is moved into the backseat of the flying C130J. They can even access the Gear to get a ParachutePack. But from there the player don't have a JUMP OUT option like normal. But he can move to the Pilot seat, even with a AI already flying.

Do you guys have any solution for this?

Thanks in advance.

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#2 Posted at 2013-02-01 18:42        
     
Try this :-)

To add a HALO Jump option to a vehicle add this code to the vehicle’s init field:

this addAction ["HALO JUMP","jump.sqf",[],1,false,true,"","_this in _target"];

The contents of jump.sqf would be as follows. You’ll need the Functions Module as well.

player action [ "eject", vehicle player];
player spawn bis_fnc_halo;
player setvelocity [0,120*0.8,0];
player setdir 0;

Haz

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#3 Posted at 2013-02-02 10:31        
     
Well, thanks first. :-) Works so far.

Have you any idea how to make the Halo Jump to be a ACE Halo Jump?
There is a comment, #4, on the site which you gave me the link for. Problem is that I have no idea what I have to do.

Change the jump.sqf? Change the init. field of the C130? I'm pretty new to the editor, I have all my knowledge from the internet, so if there is no proper guide, like the original post, I'm lost pretty fast. :-(

I could use the normal HALO jump, but I like the ACE-Halo with it's options.

I would be glad if you could give me a hint or a link or something like that.

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#4 Posted at 2013-02-02 13:14        
     
Try this (not tested) :-)

halo.sqf:
if (_this select 0==player) then {
waitUntil {alive player};
_unit = player;
_unit addweapon “ACE_ParachutePack”;
_unit setPos [(position _unit select 0), (position _unit select 1), 3000];
_unit execVM “x\ace\addons\sys_eject\jumpout_cord.sqf”;
};

Put this in the C-130J init field:
0 = [this] execVM “halo.sqf”;

I don't think the above will work but its worth a try, this might also help :-)

Haz

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#5 Posted at 2013-02-02 15:59        
     
Nope, doesen't work, it gives me a "Invalid Number in Expression" when I try to put
0 = [this] execVM “halo.sqf”;
in the C-130J init field.

Well maybe somebody knows someting, I'm just going to continue working on it and wait with the respawn. If I don't find out someting I'm just going to use the "Normal" HALO-Jump.

Thanks for your help :-)

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#6 Posted at 2013-02-02 19:08        
     
Try this instead :-)
nul = this execVM “halo.sqf”;

Haz

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#7 Posted at 2013-02-02 20:07        
     
Nope :-)

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#8 Posted at 2013-02-02 21:01        
     
If you want then you could upload the mission and I could take a look at it for you :-)

Haz

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#9 Posted at 2013-02-02 23:13        
     
In ACE, you dont need to have the HALO options for HALO jumping, all you have to do is have the MC-5 parachutes (the green one) and have your players jump out of the C130 when ready, the MC-5 doesnt deploy as soon as you exit, you actually got to pull the rip cord.

EDIT: I didn't see the part where jump out doesn't show. Hm. You could try adding a getin Event Handler and see if that fixes it?

Cheers


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#10 Posted at 2013-02-03 11:13        
     
@dirtyhaz: Here you are :-) : Operation_Radio_Guerilla

@Giorox: I'm gonna try it out. :-)

Edit: @Giorox: Seems like GetIn EventHandlers are not triggered by "moveInX" commands.
(Quote: Arma2 Wiki:"It also is not triggered by the moveInX commands.")

Edit 2: Well I think I just found am much simpler solution. I'm just going to use a Flagpole witb a Halo-Script. I already found a Guide for that. Just have to try it our. Thanks for your help anyway.

This post was edited by Dawnthief (2013-02-04 13:20, ago)

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#11 Posted at 2013-03-01 05:20        
     
# dirtyhaz : Try this instead :-)
nul = this execVM “halo.sqf”;

small typo i believe:
Null = this execVM "halo.sqf";