#Other than ace, no
1 messages · Page 1 of 1 (latest)
Not sure what is causing it on your end https://youtu.be/FvDrhuzqeHE
You can try some of the other script commands related to unit+vehicle to make them leave
Roger, I will give them a shot
I might try sending my modlist as well, if you want to take a look
@agile quest alright, I tried it with the ghost hawk
It worked
But it does not seem to work with modded helos
Yep, that seems to be the problem
hmm try
_this addAction ["Go go go", {
{doGetOut (_x # 0); (_x # 0) leaveVehicle (_this # 0);} forEach fullCrew [_this # 0, "cargo"];
}];
A sec
Ah
Alright, it was not the modded helicopter
It was their position
If they are in crew position, they won't get out
if you want it to affect crew seats you can change this part fullCrew [_this # 0, "cargo"];
or just fill the crew seats with other ai
What should I change it to?
Depends. What seats and groups are they in?
You could do every group in the crew that's not the player's group, for example.
First step with scripting is to decide exactly what you want to do :P
Seems like the core issue is seats. What I want is to have everyone out except the crew. But the chopper I am using seems a bit weird. It is a Blackhawk from Flanker's helicopter pack where four dudes can have their legs dangling out as if they are sitting on the benches of a littlebird. When it's like that, they don't get out. But if any of them is sitting inside the helicopter, then it works
It is very strange
Same thing is happening with the vanilla little bird
If all of them are sitting on the bench, they won't get out
If any one of them is sitting inside, then it works
Ah, well
bench ffv seats are considered turrets https://community.bistudio.com/wiki/fullCrew?useskin=darkvector
You'll have to decide exactly what logic to use
those are cargo turrets.
they'll have personTurret true
But it does depend whether you're letting them crew real turrets, like the side guns on the ghost hawk.
The sideguns like the miniguns are being controlled by AI crew. They are fine. But in case of the ghosthawk, there are no FFV seats, so they discount easily. In case of the littlebird and the MH-60, that does not seem to be the case
You can do stuff like _cargoUnits = fullCrew [_veh, ""] select { _x#1 == "cargo" or _x#4 } apply { _x#0 };
_this addAction ["Go go go", { {doGetOut (_x # 0); (_x # 0) leaveVehicle (_this # 0);} _cargoUnits = fullCrew [_veh, ""] select { _x#1 == "cargo" or _x#4 } apply { _x#0 }; }];
Something like this, I reckon?
This maybe
_this addAction ["Go go go", {
private _cargoUnits = fullCrew [_veh, ""] select { _x#1 == "cargo" or _x#4 } apply { _x#0 };
{ (_x # 0) leaveVehicle (_this # 0) } forEach _cargoUnits;
}];
But you really should fix the locality thing because that's only gonna work for the host & SP.
Really? Only for SP? Even if a target or global execution is done?
Might be correct:
_this addAction ["Go go go", {
private _vehicle = _this # 0;
private _cargoGroups = fullCrew [_vehicle, ""] select { _x#1 == "cargo" or _x#4 } apply { group (_x#0) };
_cargoGroups = _cargoGroups arrayIntersect _cargoGroups;
{ [_x, _vehicle] remoteExec ["leaveVehicle", leader _x] } forEach _cargoGroups;
}];
I will let you know when I give it a shot
Perfect. It worked. It got rid of the crew and everyone
I can work with this
Thank you, once again, @silk charm and @agile quest!
Might as well as this, what should I do if I do not want the crew to dismount?
With that code? Don't put them in the same groups as the cargo units and don't put them in cargo seats or FFV turrets.
If it kicks out other crew groups then I've screwed up somewhere :P
Oh well. It is not a huge issue
I can make-do with it
@agile quest @silk charm sorry to revive this pretty old thread, but what would I have to if I want the units to rappel or fastrope using the same code? I tried to change leaveVehicle in this code to rappel since that's the only thing that came to mind but as expected, did not work
You're right that it's not a valid command. You should refer to this page https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
For rappelling, you're basically looking at ace fast rope or duda's advanced rappelling. You'll need to look at the mod documentation to see how to call their functions.
So, basically, I was on the right track. I just have to change leaveVehicle with the correct call to the function, right?
Okay, for rappelling, I found this
[HELI_NAME] call AR_Rappel_All_Cargo
It will rappel all cargo units from 25m. Now, I have to make it work with a scroll menu command, similar to "Go, go, go"
rappel/fastrope isn't real. You have to moveOut the units and then attach them to something to fake it.