Start in parachute - Global-Conflicts-ArmA/Olsen-Framework-Arma-3 GitHub Wiki
Description
The start_in_parachute module allows for mission makers to start players in a pre-defined location and height parachute upon mission start.
This is very useful is you want to simulate a paradrop without the need for a pilot, plane, loading, jumping etc.
Usage
- Go to modules>module.sqf and enable the start_in_parachute module.
- Place your players in your editor. Where they are standing is where they will spawn in the air.
- Go to modules>start_in_parachute>settings.sqf
Within the settings.sqf file you'll see the following
[{!(isNull ACE_player)}, {
[blufor, 300] call FUNC(SIP_doParachute);
}, []] call CBA_fnc_waitUntilAndExecute;
[blufor, 300] call FUNC(SIP_doParachute);
is what you want to look at.
blufor
- This is the side that you wish to parachute. This can be either a side, a singular unit, or an array of units.
The sides you can use are blufor
, opfor
, independent
, civilian
.
Or you can do several units like so [[coUnit, unit2], 200] call FUNC(SIP_doParachute);
, by simply entering the units variable instead.
300
- This is the altitude at which you want the unit to start in the parachute.
You can also have further optional options if you use the following example instead.
[blufor, 300, 20, true] call FUNC(SIP_doParachute);
20
- A random number in meters that be applied to each parachuting units from their assigned spawning height to add a more random pattern in the height of parachuting units.
This creates abit more of a real look compared to all falling at the same height at the same time.
true
- Is the parachute steerable? Set to either true
or false