Date: 2021-03-22 09:18
The Parachutes in Arma are awesome and realistic, but to be honest they're a pain, and they need to be used in very specific circumstances to be used, I was sick of it and admired games like Battlefield Bad Company 2, Battlefield 3, Battlefield 4, and recently the newest Modern Warfare for their parachute mechanics, and I saught to re-create them in Arma and I even went a step further and added Parachute Cutting and Redeploying. Granted these things aren't realistic, but they sure are fun.
I did this mod ages ago for a mission I created called "Slay's Ravage": https://steamcommunity.com/sharedfiles/filedetails/?id=1982286715
No need to equip a chute, just press Space Bar while falling, then enjoy the smooth sailing.
Player won't die from impact if the chutes open.
Player can cut the chute and re-equip one almost instantly.
Players backpack is added back when they land.
To install (EPS) Slay's Expedited Parachute System you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.
You must bind Custom User Action 15 to open the parachute now!
I suggest unbinding all buttons using the Space Bar, and use a mod like Enhanced Movement, or another mod which adds a jump mechanic, and binding said jump mechanic to the Space Bar to drastically improve the feel of Arma 3.
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A option to rebind from space bar later.
Changelog: (22-03-2021 - updated as it happens, displayed in news once every month)
Fixed parachute bag spawning.
Fixed backpack duping upon re-equip.
Fixed many lag related issues at various stages of the script.
Redid the opening requirements.
Simplified the entire script down to a binary function, not 4 different functions.
(The mechanics are as follows;
It now requires you to be falling 3mph, or getting ejected 15+ mph upward.
It also takes into account if you are super low to the ground.
Overall, it should deploy way faster when falling, and should deploy signifincatly less when you don't want it to.
Falling off a one story building SHOULDN'T trigger the chute any more, whereas a two story building will.
Also the Parachute Opening Lift mechanics were nerfed significantly. If you're closer to the ground, the chute will open less violently.
If you are higher up, the chute will react more to the wind, also reopening and closing will take into account your prior velocities and not cancel it or make you sit still.)
Replaced the setvelocity method I was using with setvelocitymodelspace which changes the feel to what it was intended to be originally.
Removed the "Bunny Hop" from vehicles, it was meant to be a test feature for me only, never realized it made it into the final workshop version, it's now removed.
Fixed backpacks duping on floor also.
Made "Custom User Action 15" the action to open the chute.
Fixed an issue with it not functioning with my other mods loaded.
Attempt to fix the issue of uploading the wrong mod again.
I uploaded the wrong mod.
- BI forums