Task #2843

ace_sys_eject needs to match ACE1 version

Added by rocko about 6 years ago. Updated over 5 years ago.

Status:Duplicate Start date:07/15/2009
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:Conversion
Target version:-
Component: Affected Version:
Close Reason:

Description

ace_sys_eject in ACE2 needs to match the version status of ACE1.


Related issues

duplicates A.C.E. for OA - Task #8718: Convert sys_eject up to A2 Closed 02/01/2010

History

Updated by zGuba about 6 years ago

It should be rewritten almost from scratch, since:
- we don't need parachute steering as there's BI steerable parachute
- we need parachute helper script so player and AI don't get stuck when landing on curved terrain
- parachute handler should be fired from init eventhandler, so the script won't break after loading saved game and we can handle it better (use animations when empty driver's position count > 0)
- parachute weapon model should be bugproof - currently it induces weird errors, probably model config is missing
- ejections should work as they do now, but AI ejection script has to be working as the player's one
- we should use UserActions more frequently, since action scripting is pain in ass.
I guess that a kind of "ejection manager" launched via new eject EH could carry every man's ejection and check/apply variables to him.

Updated by rocko about 6 years ago

BIS steerable chute = RAS_parachute. Nice try zGuba :D

Elaborate parachute helper a bit more, please.

What is wrong with the "parachute model" ?

UserActions should only be used for hardcoded systems, IMO ejecting and parachuting does not count to them.

Updated by zGuba about 6 years ago

Parachute weapon model - ACE_Parachute/Round/Pack model is often treated badly within ARMA, just like Javelin used to be.

Parachute helper is now working for player in A.C.E. - it ejects driver when low enough, makes him go prone, waits 2 seconds and vanishes parachute so it's not going stuck in some cases. Just that little.

Hmm, ace_sys_eject from ace1 already disables BI Eject useraction.

Updated by rocko about 6 years ago

  • Category set to Conversion

Updated by rocko about 6 years ago

  • Target version changed from 0.1 to 0.3

Updated by Sickboy about 6 years ago

This still current after all your work Rocky?

Updated by rocko about 6 years ago

Yes.

The eject and jumpout parts of the system should be same as ACE1 in current ACE2.

Only the scripts for "controlling" the different parachutes may differ.

Updated by th3flyboy about 6 years ago

It should be noted that actually ejecting (not doing something like a HALO jump) would use a T-10 parachute. MC-5s are usually restricted to special forces doing HALO or HAHO jumps.

Updated by rocko almost 6 years ago

  • Target version deleted (0.3)

Updated by Sickboy almost 6 years ago

  • Target version set to 1.0.0

Updated by rocko over 5 years ago

  • Status changed from New to Duplicate

Updated by Sickboy over 5 years ago

  • Target version deleted (1.0.0)

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