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#16 Posted at 2009-07-13 07:46        
     
Try CreateUnit instead. There you can add any script you wish to use which normally you add to the init.

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#17 Posted at 2009-07-13 20:05        
     
Thanks for the help, but unfortunately im only just starting to try these things, I have no idea about scripting and I dont at all follow what you mean.
Ok so I use the createUnit command, where do I use it? in the init line of the C130 or somewhere else? how would it look once its typed in?

Just some info for you, I am trying to add this script to the domination game, but as you can tell its not working, I was hoping it was just going to be simple, add the scripts and add the innit line and away you go, how wrong was I. If your patience runs out, don't panic, I will keep pestering.


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#18 Posted at 2009-07-13 22:08        
     
Just tryed this on a dedi server , seemed to work fine . droped twice in a row .

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#19 Posted at 2009-07-13 22:43        
     
its because its in a domination mission thats its not working I think, its when the plane respawns, its as if the script no longer runs. Must be something to do with existing scripting in the mission thats stopping this one from working. But i did notice that if a load take-off and unload, land and do it again it works ok.

But I also noticed some other stuff doesnt work quite right in the domination mission, I think its all a case of me trying to run before I can walk. Thanks for the help guys.


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#20 Posted at 2009-07-18 18:55        
     
so this one is "fully" functional and can be used to drop things out of an C130! awesome!

would i also work if i used the script voor chinook?


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#21 Posted at 2009-07-28 06:53        
     
Great Script! I got caught out with the execvm bit as well. Had to remove the VM bit to get it to work.

Just some questions and suggestions. How have you got it to see if there is enough room? Is it possible to load multiple motorbikes based on room of cargo bay vs vehicles? and passengers (if any already present?)

How about adding the ability to drive an Ammotruck up to the rear of plane and being able to "load" ammo crates onto it? maybe using a different object such as cargo containers netting thats found in Objects (Military). Perhaps some cargo could be a small container of mountain bikes. Later on when Ace2 comes out it could be medical supplies. Etc.

When that cargo container is parachuted to the dropzone- perhaps a script can be set on that for the player to unpack and it will become a several ammo crates....with a camo net over it. Another feature could be having a strobe that is fixed to cargo that flashes at night (optional) and its able to be found via the GPS.

Also what about changing the cargo script for the Globemaster plane that some one made (although needs polishing), which is bigger and should be able to fit more vehicles in. Perhaps add a action function to choose which cargo you want jettisoned.


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#22 Posted at 2009-10-13 20:57        
     
Great script.

The proper way to call this from the init line of the C-130:
nul = [this] execVM "cargoscript.sqf";

exec doesn't require the return variable, (nul = ), but it should never be used to call an SQF file.

Also, Domination 1.09 Xeno, doesn't use setVehicleInit command to restore init lines after respawn, but Simple Vehicle Respawn does.

I'm working on adapting this script to allow only the pilot to load cargo and only a single cargo but of any size. I'll try to add free ammo drops and setPos for collision-free drops.


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#23 Posted at 2009-12-22 14:56        
     
any news on this is it in final stage or working

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#24 Posted at 2010-02-22 07:56        
     
hey man, this script is absolutely amazing! ive found it works the same with the MV22 as the C130, so i made copies of both scripts, named them, and made separate placement values and size restrictions for each. the C130 can carry a M1 without anything sticking out but im sure realistically its too wide.

if anyone wants to run this script after the plane dies just put a invisible H where the plane spawns, then add a trigger and put in the conditions

nameofplane distance nameofHpad < 5

then in the on activation put

[nameofplane] exec "c130cargo.sqf".

or you can reactivate it with a radio trigger.


i am having one problem though, on my carrier based mission i used a MV22 with the cargo script but every time i load a vehicle it attaches like 20m above the MV22, works fine on the ground though... any ideas?


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#25 Posted at 2010-02-24 23:38        
     
Is there going to be any updates for this script?

Ive used it sucessfully in the past, but with the latest version of Ace (havent had this problem with previous version of Ace) i've noticed at start of mission im making, i get the player sidechat text stating "x:scaler x:Scale y:scaler, Loading into cargo, this wont fit into cargo space, Nothing in range, Cargo is already full." (which i havent come across before) but im still able to load a vehicle in the back. It works. But just the start those messages make it seem like error messages. Arma error report file has a whole list of errors. But as i say the script still works.

This is a great script, would be a shame if it doesn't get an update. Also it would good if you could load two humvees in or one Lav, or 4 motorbikes etc.

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#26 Posted at 2010-02-28 04:16        
     
you can load one LAV, or even a m1a1... you just need to play with the size limits in the script.

not too sure how you could load more than one vehicle though. i could play around with it and see


EDIT: i have successfully figured out how to add 2 Humvees, (or anything small enough to fit 2).

now after you load the first vehicle (and it is under a specific size) then it gives you an option to "Add More Cargo". and when you drop them they each have their own parachute.

just need some fine tuning and its done..

big question though, since it is about 75% not my own work do i need the creators permission to upload it? or can i just mention his name in the script along with my name?

This post was edited by Rdodds033 (2010-02-28 05:39, ago)


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#27 Posted at 2010-05-11 03:36        
     
Does anyone have a mirror of this? Or can anyone send me the zip?


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#28 Posted at 2010-05-19 08:26        
     
Hey guys, I've not been active in ArmA for quite a while. It's nice to see that this little script of mine still seems to be used.

Since my old webspace is unavailable now I've uploaded the zip to a different url, it's still the same version but I might make some improvements to it in the near future.
cargoscript.zip


Oh and about fitting an M1 in the c130... sure, nothing shows out but it also doesn't really fit in the cargohold. Well it's up to you if you want it that way. :)

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.

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#29 Posted at 2010-08-13 23:19        
     
any chance of just posting the code in a box in the thread? or getting armaholic to host it for you? i'd like to get this script...

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#30 Posted at 2010-08-14 00:42        
     
If you require a the c130 cargo script then try this one!.

This post was edited by Foxhound (2010-08-14 09:00, ago)

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