TECHNICAL NOTES

It is important you read this! Take the 5 minutes to read this information to get the maximum effect for your mission.

C-47 will appear under,

--->West

---> Air (WWIIEC)

---> C-47 Skytrain

---> C-47 Skytrain D-Day

---> C-47 Skytrain (AI)

---> C-47 Skytrain D-Day (AI)

(Use AI versions for non-player planes & for Multiplayer game play.

AI Versions contain only minimum scripts. Use these planes for the Ai as to avoid wasting CPU time and creating lag.)

Seats 1 Pilot, 1 Gunner (Co-Pilot) and 28 Cargo Positions.

Stairs and ammo/supplies are found under

--->Empty

---> Objects (WWIIEC)

Paratroop / Eject Scripts Damage / Smoke Effects Random Numbers / Serial Numbers Cabin Lights Stairs

Paratroop / Eject Scripts

These scripts are also included in the addons file and can be executed from there.

If you decided to modify them, provided you have done a correct installation you will have the following folders and files on you hard-drive. Click the script you want to know more about or scroll down.

---> C-47 Scripts

---> Paratroop Scripts

---> EjectParaSoldiers.sqs

---> QuickEject.sqs

---> EjectParaSoldiersDDAY.sqs (use for D-Day Version)

---> QuickEjectDDAY.sqs (use for D-Day Version)

---> Groundedchute.sqs

---> Cargo Scripts

---> EjectCargo.sqs

---> QuickEjectCargo.sqs

---> EjectCargoDDAY.sqs (use for D-Day Version)

---> QuickEjectCargoDDAY.sqs (use for D-Day Version)

---> Supply Crate Script

---> SupplyCrates.sqs

EjectParaSoldiers.sqs

[Q] How does it work?

[A] This is the main eject script that is visible at any time when there is at least 1 soldier in the cargo seats. It can only be activated by a (any) unit inside the plane. It also runs a series of dialogue as "sidechat". It will take exactly 15 seconds from the time you activate it to the time the troops jump. During this time doors will open (depends on version) wind sound will play and jump lights will be activated. Night jumps will activate cabin lights. **All troops in cabin jump.

This script can also be activated by a trigger. Simply place a trigger, set it to west and insert this code in the activation field.

[c47] exec "\mtyc47\EjectParaSoldiers.sqs" ( from addon file )

[c47] exec "EjectParaSoldiers.sqs" ( from user mission file if you decide to modify it )

Where c47 is the name of your plane (can be anything but you must have a name for your plane for the script to know who to eject).

Now I don't need to tell you not to include the ( brackets ) stuff do I ?

QuickEject.sqs

[Q] How does it work?

[A] This script is much the same but if you want to use it for a cut scene, or you just don't want the "sidechat" comments then use this. It is also quicker at 5 seconds. During this time doors will open (depends on version) wind sound will play and jump lights will be activated. Night jumps will activate cabin lights. **All troops in cabin jump.

This script can ONLY be activated by a trigger or script no user action is provided. Simply place a trigger, set it to west and insert this code in the activation field.

[c47] exec "\mtyc47\QuickEject.sqs"

[c47] exec "QuickEject.sqs"

Where c47 is the name of your plane.

Groundedchute.sqs

[Q] How does it work?

[A] This script is to simulate an empty chute laying on the ground after a paratrooper has landed. It assumes that the soldier was at a height of > 0.5 (already flying). You can modify it for your own missions easily.

This script can be activated by the following. Make sure it is in your user mission folder first

[soldier] exec "groundedchute.sqs" ---> from a trigger or other script.

[this] exec "groundedchute.sqs" ---> from soldier init field.

Where soldier is the name of your soldier.

EjectCargo.sqs

[Q] How does it work?

[A] This is the main Drop Supplies script that is visible when the plane has a speed greater then 100 and provided you have not dropped more then 3 supply crates. It can only be activated by a (any) unit inside the plane. It also runs a series of dialogue as "sidechat". It will take exactly 10 seconds from the time you activate it to the time the supplies drop. During this time doors will open (depends on version) wind sound will play.

***** Note: 1 drop means the door opens, supplies dropped and door closed.

Supplies are named ;

c47Box1, c47Box2, c47Box3

So that they can be tracked in the mission. Clicking as many times as you can may release more crates, but will stuff things up so don't be trigger happy. *****

This script can also be activated by a trigger. Simply place a trigger, set it to west and insert this code in the activation field.

[c47] exec "\mtyc47\EjectCargo.sqs"

[c47] exec "EjectCargo.sqs"

Where c47 is the name of your plane.

QuickEjectCargo.sqs

[Q] How does it work?

[A] This script is much the same but if you want to use it for a cut scene, or you just don't want the "sidechat" comments then use this. It is also quicker at 5 seconds. During this time doors will open (depends on version) wind sound will play.

This script can ONLY be activated by a trigger or script no user action is provided. Simply place a trigger, set it to west and insert this code in the activation field.

[c47] exec "\mtyc47\QuickEjectCargo.sqs"

[c47] exec "QuickEjectCargo.sqs"

Where c47 is the name of your plane.

**** To Clear the Action menu of the Cargo and Eject scripts add this code in the init field.****

c47 Animate ["cancelpara", 1]; Clears Para Eject script. (Change 1 to 0 too return to normal)

c47 Animate ["cancelcargo", 1]; Clears Cargo Eject script. (Change 1 to 0 too return to normal)

**** AND TO CANCEL THE WIND EFFECT ON THE D-DAY VERSION add this code in the init field.****

c47 Animate ["cancelwind", 1]; Stop wind sound. (Change 1 to 0 too return to normal)

SupplyCrates.sqs

[Q] How does it work?

[A] This script shows you how to add weapons and ammo to it. You can also implement map icons to show where the crate has landed, although I didn't do this for the script, it is possible and is easy to do.

See script for more information.

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Damage / Smoke Effects

This script is a random script. at different times the engines will trail smoke or fire when damaged.

If you take to much damage and your damage reaches 0.9 then it will catch on fire. However the auto fire extinguisher system may save you?

[Q] How does it work?

[A] T o use this script type in the planes init field

[c47] exec "\mtyc47\startsmoke.sqs"

Where c47 is the name of your plane.

***** Note: This script is different to my previous one's you must type [xxx] instead of this ---> this exec etc....

Script is also provided in archive file for you to modify for a cut scene if you want.

---> C-47 Scripts

---> Fire Script

---> Damage.sqs (Determines if your plane is killed or not)

---> Fire.sqs (Main fireball script)

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Random Numbers / Serial Numbers

A random number script is included for multiple plane identification. However if you want to pre set the numbers for your mission, then you will need to know this.

It is VERY important to wait at least 0.2 of a second before you do this.

~0.2

Letters are D & L

c47 setObjectTexture [8, "\MTYC47\numbes\D.pac"], goto "Where Ever"
c47 setObjectTexture [8, "\MTYC47\numbes\L.pac"], goto "Where Ever"

Numbers are 1 to 9

c47 setObjectTexture [6, "\MTYC47\numbes\9.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\8.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\7.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\6.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\5.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\4.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\3.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\2.pac"], goto "Where Ever"
c47 setObjectTexture [6, "\MTYC47\numbes\1.pac"], goto "Where Ever"

Of course you can make you own if you want.

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Cabin Lights

Cabin lights are turned on at night when troops are ejected. Can also be turned on by user action. Must be at night.

Also;

The Red light is turned on when the command is given to prepare to jump.

When a Go the Green light is turned on and the red light turned off.

[Q] How does it work?

[A] All ready done, sit back and watch (Don't forget lights don't work during the daytime)

However if you need to know the animations and the light names for a cut scene etc.. here they are.

Where c47 is the name of your plane.

Red Light = BAS_cargoLight

Red Light Animation (off) = c47 animate ["lampAnimation",0]

Red Light Animation (on) = c47 animate ["lampAnimation",1]

Green Light = BAS_CargoLightGreen

Green Light Animation (off) = c47 animate ["lampAnimation2",0]

Green Light Animation (on) = c47 animate ["lampAnimation2",1]

Refer to this script for more help

---> C-47 Scripts

---> Lights Script

---> Light.sqs

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Stairs

Stairs can be found under

--->Empty

---> Objects (WWIIEC)

---> C47 Stairs

and placed near to the door so that you can walk around inside the plane.

A user action is provided to automatically place the stairs next to the plane so you can walk inside. (to activate walk up to the plane door, stairs are deleted after 10 seconds.)

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