Arma 3
OPTRE HEV + Lifeboat Script
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?
TheTimidShade  [author] 13 Dec, 2021 @ 9:32pm 
@JackedUp007 You could just put it in the init of the corvette if you wanted the doors to start open. corvetteObj needs to be the variable name of your corvette so it can just be 'this' if you put it in init. I can't really think of a simple way to modify the script to work with the corvette since it wasn't really designed for that. Besides, this script doesn't need the door to open anyway since it will just teleport the pod to the launch height.
JackedUp007 13 Dec, 2021 @ 9:01pm 
@TheTimidShade where would i put corvetteObj animate ["hidebumdoor1",1] to make it run? And is it possible to integrate it into your script so that it opens the doors as well?
TheTimidShade  [author] 11 Dec, 2021 @ 3:35pm 
@JackedUp007 The corvette scripts are kind of their own system so mixing them together probably won't work. You might be able to get my pod effects to work by disabling the life boat scripts on the corvette then manually placing one in the pod bay. Looking at the OPTRE scripts I think you can open the pod bay doors using 'corvetteObj animate ["hidebumdoor1",1]' or 'corvetteObj animate ["hidebumdoor2",1]'.
JackedUp007 11 Dec, 2021 @ 4:35am 
I've been struggling to figure out a possible way to mix your crash effects with OPTRE's lifeboat launching that comes with the corvette. Im trying to make it so that the lifeboat will launch using OPTRE launching, but crashland with your effects, but I'm stuck and am wondering if you may be able to help. Another issue is that the corvette lifeboats don't spawn in editor, but once the mission has been initialized.
TheTimidShade  [author] 3 Jun, 2021 @ 7:01pm 
@!Post It requires a little bit of sqf code, if you haven't got an 'initServer.sqf' file in your mission directory already go to your mission folder by going to 'Scenario > Open Scenario Folder' in the toolbar, then create a new text file named 'initServer' and change the extension to .sqf instead of .txt. Once you've got that just open the file and add the code snippets from the Setup/Use section and replace 'HEV_1, HEV_2, ...' with the names you have assigned your pods in the editor.

As for the mod version, it's really a big maybe. Currently I don't have time to work on any Arma stuff and after creating mod version of my beam script and partially of my cloak script it's a bit of a headache to manage two separate versions for each script.

TLDR: I want to but it might be a while
!Post 3 Jun, 2021 @ 5:53pm 
1) I'm a massive noob when it comes to this, I have no idea how to get to where I can put the ODST pod initialization commands (I am planning to use this in a mission for my ODST group)

2) Will there still be a mod version of this coming out?
GEK Vengeful 15 Feb, 2021 @ 3:10pm 
Sure! Thanks!
TheTimidShade  [author] 15 Feb, 2021 @ 2:22pm 
@GEK Vengeful Yeah absolutely, I have no problem with this as long as its credited.
GEK Vengeful 15 Feb, 2021 @ 1:44pm 
Can i add this on my ODST drop bay composition on workshop?
AutumnAnarchist 27 Jul, 2020 @ 10:59pm 
Cool, thank you - planning on a big 40 man drop (please forgive me Server).
TheTimidShade  [author] 27 Jul, 2020 @ 6:57pm 
Oh I forgot to mention, if you do this with multiple groups of pods you will not be able to add the action to different terminals without modifying the script further. It will always add the action for each group to the same terminal if you use the below method.
TheTimidShade  [author] 27 Jul, 2020 @ 6:53pm 
@Aidandrums You should be able to do this by editing the initHEV function located at HEV_V2/functions/main/fn_HEV_initHEV.sqf. On line 58 where it has _x, replace this with the variable name of your terminal object and it should add the action to the terminal instead of the squad leaders pod.

I have not tested this and it wasn't intended in the original script but you could try that.
AutumnAnarchist 27 Jul, 2020 @ 4:25pm 
Is there a way to tie the add action for the pods to a terminal (other object).
TheTimidShade  [author] 21 Jul, 2020 @ 6:22pm 
@Gordan Freeman For the lifeboats, a separate function call is needed for each one. This is because they launch separately unlike the pods which all launch at once.

i.e. if you had two lifeboats you would need to do
[lifeboat_1, 1000, true, true] spawn tts_fnc_lifeboat_initLifeboat;
[lifeboat_2, 1000, true, true] spawn tts_fnc_lifeboat_initLifeboat;

A quick way if you have lots of lifeboats is
_lifeboats = [lifeboat_1, lifeboat_2, lifeboat_3, etc...];
{
[_x, 1000, true, true] spawn tts_fnc_lifeboat_initLifeboat;
} forEach _lifeboats;
Zion 20 Jul, 2020 @ 11:53pm 
Hey! I am having lots of trouble with the Life boats, for whatever reason when i try to add a second life pod, it doesn't work, no errors, just simply will not function. Any Idea on why?
Shadowscythe 16 Mar, 2020 @ 8:35am 
Alright, thank you!
TheTimidShade  [author] 16 Mar, 2020 @ 1:32am 
@Shadowscythe AI should be able to board and disembark the pods without any issue however in this script the pods are non-steerable and will simply drop straight down from above the drop location.
Shadowscythe 15 Mar, 2020 @ 10:00pm 
Is there any way to make it work with an ai pilot?
TheTimidShade  [author] 12 Dec, 2019 @ 5:12pm 
@lumièreL The script is designed to work solely with the Operation: TREBUCHET mod's vehicles and will likely cause lots of errors if you try to use other vehicle types.
LumièreL(Frank) 12 Dec, 2019 @ 2:39am 
Great script!I want to know how to let other vehicle such as Taru Bench Pod use this script.In my test,there is no sounds if I use other type of vehicle.
TheTimidShade  [author] 7 Sep, 2019 @ 6:48pm 
@Shu Akechi Thanks, glad you like it! Let me know if you have any problems setting it up and I'll do my best to troubleshoot.
Shu Akechi 7 Sep, 2019 @ 7:40am 
you sir are a Legend me and my unit will be using this in our missions haha i love the HEV drop good job