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Chris0381
29th November 2006, 06:08 PM
I know the question of a parachuting script has come up before and I have tried quite a few different way to execute an eject "e" and then followed by a series of repeating 9's.
Ive tried Chardly's, e and then 9 9 9 9 on release and all seem to work well. The Chardly's needed adjustment depending on what server I played on since diff servers have different character rates.

I want to propose this script that seems to work well in most servers Ive tried and it involves a sequence executing:

Logical CMS.B4 ="e"
Logical CMS.B6 = "9"

SEQUENCE
WAIT( JS1.B3 );
CMS.B4 = TRUE; //executes "e" eject
DELAY( 10 );
CMS.B4 = FALSE; //releases "e"
DELAY( 14 );
CMS.B6 = TRUE; //executes "9"
DELAY( 5 );
CMS.B6 = FALSE; //releases "9"
DELAY( 5 );
CMS.B6 = TRUE; //executes "9"
DELAY( 5 );
CMS.B6 = FALSE; //releases "9"
DELAY( 5 );
CMS.B6 = TRUE; //executes "9"
DELAY( 5 );
CMS.B6 = FALSE; //releases "9"
DELAY( 5 );
CMS.B6 = TRUE; //executes "9"
DELAY( 5 );
CMS.B6 = FALSE; //releases "9"
DELAY( 5 );

ENDSEQUENCE

It is a known fact that when "e" is pressed to eject the game waits 3 seconds before the "9" parachute can be ejected and 9's have to be pressed vigorously. Different servers have different character rates so it may be wise to adjust the delay after the "e" release to suit your needs but it works quite well for me 90% of the time. Occasionally Ill have to hit B3 after ejecting again.