Arma 3
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OPTRE HEV + Lifeboat Script
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Air, Vehicles, Water
Scenario Map: Stratis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
501.197 KB
5 Sep, 2019 @ 1:37am
17 Oct, 2020 @ 12:35am
6 Change Notes ( view )

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OPTRE HEV + Lifeboat Script

In 1 collection by TheTimidShade
Timid's Arma 3 Script Demos
5 items
Description
Overview:
This is a demo mission demonstrating a script I created to improve the visuals/drop process of OPTRE's ODST pods and lifeboats. It involves multiple custom particle effects and sounds, as well as a customised script to control the drop of groups of ODST pods and launching of escape pods.

Features:
  • More immersive launch sequence
  • Custom particle effects
  • Custom sound effects
  • Works with AI units
  • Works in MP (Tested on dedicated server)

Setup/Use:
  1. Download required files from Github (link below).
  2. Excluding 'README.md', move files into your mission folder and merge 'description.ext' files (if you have one already).
  3. Place down your HEV pods/lifeboats in the editor. HEVs can be found under 'UNSCDF > Turrets > HEV' and lifeboats can be found under 'UNSCDF > Planes > Bumblebee Lifeboat'.
  4. Assign each HEV/lifeboat a varname, such as 'HEV_1' or 'lifeboat_1' (can be whatever you want really)
  5. Once this is done, you can initialise the script(s) using the following commands:

ODST Pods:
[[HEV_1, HEV_2, HEV_3], "dropMarker", 8000, 50, true] spawn tts_fnc_HEV_initHEV;
Params:
  1. Array of HEV varnames to initialise as a group (first HEV in list is always the launch controller)
  2. Marker used as centre for drop point (marker varname surrounded by quotations)
Optional Params:
  1. Starting height of pods, default = 8000m
  2. Radius across which pods are distributed, default = 50m
  3. Whether or not particles such as rock debris/dust is created on impact (can cause frame drops for extremely large amounts of pods), default = true

Lifeboats:
[lifeboat_1, 1000, true, true] spawn tts_fnc_lifeboat_initLifeboat;
Params:
  1. Varname of lifeboat to initialise
Optional Params:
  1. Height at which lifeboat is launched from in the air, default = 3000m
  2. Whether or not rock debris/dust is created on impact, default = true
  3. Whether or not the lifeboat's alarm beeps after impact, default = true

*IMPORTANT*:
Add the above script lines into 'initServer.sqf', don't place either in the 'init' field of objects in the editor, otherwise you will get duplicate actions/wierd behaviour in MP.

When flying the lifeboat, use airbrakes a lot (X key), as exceeding 400km/h causes the pod to pitch down rapidly and prevents the pilot from steering. For best effect, touch the ground at a shallow angle.

Planned Features:
  • Rewrite to bring script up to standard with my other scripts
  • UI interface to control pod drop
  • Mod version

GitHub link[github.com]
If you use the Github link instead of extracting the mission folder, please consider rating up/subscribing to the demo mission. This helps people find the script more easily on the Steam workshop.

You can use this script to enhance other mods BUT:
  • It must be credited for releases to the workshop

Additionally you may not:
  • Use this script on monetised servers
  • Re-upload the script as a mod (if a mod version is planned I will release it myself)


Credits:
  • ALIAScartoons for his awesome scripts, which were both an inspiration and useful learning tool in the creation of this script.
  • The modding team behind OPTRE for producing the assets used by the script.
Popular Discussions View All (1)
0
5 Sep, 2019 @ 2:42am
Bugs/Issues
TheTimidShade
32 Comments
TheTimidShade  [author] 10 Apr @ 2:00am 
@Wiket Not by default no, you would need to create another small script to create a new pod and then execute the script on it
Wiket 10 Apr @ 1:08am 
Do the drop pods respawn?
TheTimidShade  [author] 18 May, 2024 @ 8:46pm 
@Reznov It sounds like you may have imported the script incorrectly, make sure the path for the #include lines in description.ext points to where you have placed the script files in your mission file
Reznov 18 May, 2024 @ 8:41pm 
@TheTimidShade when i try to launch it for a test its saying it cant track down the hevpod function hpp but it traces to the file location just fine?
TheTimidShade  [author] 24 Feb, 2024 @ 4:59pm 
@Fuguma Butte It is a mission file, it will show up in your singleplayer scenarios when you subscribe. See the setup/use section for how to use the script in your own missions.
Bane356 24 Feb, 2024 @ 9:40am 
anyone know why this wont show up on my mods?
TheTimidShade  [author] 25 Nov, 2023 @ 2:45am 
@Dustwalker What's stopping you? To use the script you just place down a lifeboat and run the script on it and all players have to do is get in and activate it and it will teleport the lifeboat into the air
Dustwalker 25 Nov, 2023 @ 2:03am 
@TheTimidShade aw man, i was planning on making something akin to the first mission of combat evolved
TheTimidShade  [author] 23 Nov, 2023 @ 2:38pm 
@Dustwalker I'd need to make a mod version of this to do that and I don't have any plans to do so
Dustwalker 23 Nov, 2023 @ 1:29pm 
will the lifeboat ever become a module like the OPTRE HEV module?