Forum Jump :

Author Message


Posts: 1
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name: Armabearo

 
#1 Posted at 2013-09-19 23:00        
     
Hey guys just join the forums.

So here is my dilemma and I am hoping I posted in the right stop. So I am currently working on an air infiltration with a recon team para-dropping in and I wanted to give them a two vehicles to use but I wanted them to also be dropped in. I have searched all over the forums but haven't found anything about this. Is it possible to attach the Cargo chute used in the supply drop support, or am I just dreaming to big?

Thank you in advance for all the help.


Author Message

Tajin  



Posts: 433
Rank:


Level: Member

Country: de
Location: Bavaria
Occupation: Communications Designer
Age: 35
In-game name: Tajin

 
#2 Posted at 2013-09-20 11:47        
     
Certainly possible and it has been done before. Now I don't know how much help you actually need on this, so here's the short summary:

Spawn both the parachute and your vehicle, then use the "attachTo" command to stick the vehicle to the chute, then run a script-loop that waits until the vehicle is close to the ground and detach/delete the chute.

https://community.bistudio.com/wiki/attachTo

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

Advertisement


Author Message


Posts: 4
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#3 Posted at 2014-04-12 01:35        
     
I could go for some help with this :-D


Author Message


Posts: 317
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name: BrotherhoodOfHam

 
#4 Posted at 2014-04-12 16:30        
     
If anyone is still interested, I did make a script that did this a little while ago actually. Never actually used it but go ahead and use it :-D

Make a file called paradrop.sqf and then put:
if (!isServer) exitWith {};
_tank = _this select 0;
_height= _this select 1;

_tank setPos
[
	getPos _tank select 0,
	getPos _tank select 1,
	_height
];

_chute= "B_Parachute_02_F" createVehicle (getPos _tank);

_chute setPos (getPos _tank);

_chute attachTo [_tank, [0,0,0]];
sleep 1;
detach _chute;
_tank attachTo [_chute, [0,0,0]];

if (surfaceIsWater (getPos _tank)) then {
	waitUntil 
	{
		((getPosASL _tank) select 2) < 3
	};
	detach _tank;
	sleep 2;
	_tank setVectorUp [0,0,1];
} else {
	waitUntil 
	{
		((getPos _tank) select 2) < 3
	};
	detach _tank;
	waitUntil {isTouchingGround _tank};
	sleep 2;
	_tank setVectorUp [0,0,1];
	
};

To execute it put in the object's init line:
nul= [this, 300] execVM "paradrop.sqf";

Change the number to whatever height you like.
Hopefully I am not bothering anyone by posting this:-D

Some delicious stuff:
3D marker script
Some WIP delicious stuff:
Modular Customization Interface

Author Message


Posts: 4
Rank:


Level: Member

Country: us
Location:
Occupation:
Age:
In-game name:

 
#5 Posted at 2014-04-21 00:35        
     
Change the number to whatever height you like.
Hopefully I am not bothering anyone by posting this:-D

Nah you good, Thanks so much! it worked like a charm! but is there any way to attach it it a module to call for a vehicle drop? If not its a ll good. I'm still learning about all this so please forgive my ignorance to it all.

This post was edited by Dopester (2014-04-21 01:06, ago)


Author Message


Posts: 317
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name: BrotherhoodOfHam

 
#6 Posted at 2014-04-21 12:30        
     
Of course :-D I just managed to dig something up from one of my missions which you might find useful.

Create a file called comm.sqf and then put inside it:

_caller= _this select 0;
_pos= _this select 1;
_target= _this select 2;
_is3D= _this select 3;
_id= _this select 4;

_data= [_caller, _id];

/*
if (isMultiplayer) then
{
	[
		_data,
		"BIS_fnc_removeCommMenuItem",
		true,
		false
	] spawn BIS_fnc_MP;
};
*/

_startPos = 
[
	_pos select 0,
	_pos select 1,
	(_pos select 2) + 300
];

_apc= "B_APC_Wheeled_01_cannon_F" createVehicle _startPos;
_apc setPos [
	_startPos select 0,
	_startPos select 1,
	_startPos select 2
];
sleep 0.5;

_para= "B_Parachute_02_F";
_chute= _para createVehicle (getPos _apc);

_chute setPos [
	getPos _apc select 0,
	getPos _apc select 1,
	getPos _apc select 2
];

_chute attachTo [_apc, [0,0,0]];
sleep 2;
detach _chute;
_apc attachTo [_chute, [0,0,0]];

if (surfaceIsWater (getPos _apc)) then {
	waitUntil 
	{
		((getPosASL _apc) select 2) < 3
	};
	detach _apc;
	sleep 2;
	_apc setVectorUp [0,0,1];
} else {
	waitUntil 
	{
		((getPos _apc) select 2) < 3
	};
	detach _apc;
	waitUntil {isTouchingGround _apc};
	sleep 2;
	_apc setVectorUp [0,0,1];
};

In your init.sqf put
commID= [player, "support_apc_para"] call BIS_fnc_addCommMenuItem;

Then in your description.ext put:

class cfgCommunicationMenu
{
	class support_apc_para
	{
		text = "APC supply drop";
                submenu = "";
                expression = "_this execVM 'comm.sqf'"; 
                icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa";
                cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa";
                enable = "1";
                removeAfterExpressionCall = 1;
	};
};

That bit is pretty important. If you don't know how to set it up PM me and I can sort all this out for you. I dont think we want to bother everyone else on this thread too much ;-)

Some delicious stuff:
3D marker script
Some WIP delicious stuff:
Modular Customization Interface

Author Message


Posts: 2
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#7 Posted at 2020-01-24 12:24        
     
# BrotherhoodOfHam : If anyone is still interested, I did make a script that did this a little while ago actually. Never actually used it but go ahead and use it :-D

Make a file called paradrop.sqf and then put:
if (!isServer) exitWith {};
_tank = _this select 0;
_height= _this select 1;

_tank setPos
[
	getPos _tank select 0,
	getPos _tank select 1,
	_height
];

_chute= "B_Parachute_02_F" createVehicle (getPos _tank);

_chute setPos (getPos _tank);

_chute attachTo [_tank, [0,0,0]];
sleep 1;
detach _chute;
_tank attachTo [_chute, [0,0,0]];

if (surfaceIsWater (getPos _tank)) then {
	waitUntil 
	{
		((getPosASL _tank) select 2) < 3
	};
	detach _tank;
	sleep 2;
	_tank setVectorUp [0,0,1];
} else {
	waitUntil 
	{
		((getPos _tank) select 2) < 3
	};
	detach _tank;
	waitUntil {isTouchingGround _tank};
	sleep 2;
	_tank setVectorUp [0,0,1];
	
};

To execute it put in the object's init line:
nul= [this, 300] execVM "paradrop.sqf";

Change the number to whatever height you like.
Hopefully I am not bothering anyone by posting this:-D
Hi there,
I've been trying to get a, seemingly, simple boat HALO drop working and been having endless problems - was wondering whether anyone here would be able to help?
So you start off spawning in a static c130, with an assault boat attached to the inside of the c130. On a radio command, it detaches the boat and throws it out of the back. The problem, I am facing is getting the parachute to spawn and be attached to the falling boat at a, somewhat, low atltitude so its not falling for the next hour. I have gotten the boat to be attached to the parachute, but it yanks the boat from its falling state to under the ground, with the parachute above ground.
So far I have got this in a trigger:
Condition:
(getPosATL vehicle boat) select 2 < 1250
Activation::
boat attachTo ["I_Parachute_02_F" createVehicle (getpos boat vectorAdd [0,0,2]), [0,0,0]];
Deactivation:
if (isTouchingGround boat) then {detach "I_Parachute_02_F";};
Any help would be VERY much appreciated. :)