Command /pt player playername "kitname" "count pt"Suggestion
Command /pt player playername "kitname" "count pt"
It is possible to add the kit parameter to the command?
It is possible to add the Count Paratrooper parameter to the command?
thank you in advance, I guess it will not be difficult to add

Well the count paratroopers command is already there for both chat and console, however that only displays the numbers if there are any active ones deployed with /pt count See the documentation for complete details its pretty straight forward.

As far as adding an option for the kit I can see about adding that in and possibly an option to add the number of paratroopers so it could be something like this /pt player playername kit 10 which would give deploying 10 paratroopers wearing whatever Kit to the players location, assuming the kit exists if not give a random kit that is set in the config. Is that more or less what you are requesting?

If so I can see about adding it to the next releases.

 

 

Thank you very much and success in your affairs!
I actually just added it to the next release just have to test it now and see if it works as expected
batenka
Thank you very much and success in your affairs!

Updated Version with the new option as requested is now live.

Thank!

Merged post

When trying to call a detachment of parachutists without specifying a whale and quantity /pt player playername
(23:25:28) | Failed to call hook 'cmdChatParatroopers' on plugin 'Paratroopers v2.0.2' (IndexOutOfRangeException: Index was outside the bounds of the array.)
at Oxide.Plugins.Paratroopers.cmdChatParatroopers (BasePlayer player, System.String command, System.String[] args) [0x002f7] in <eb97af6d01ba4c078462c52dd9c17595>:0
at Oxide.Plugins.Paratroopers.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00ec7] in <eb97af6d01ba4c078462c52dd9c17595>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <008b12f41ec4452da1a5497eeb849299>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <ac41dd3599754d448b8c218b34645820>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <ac41dd3599754d448b8c218b34645820>:0​

AND landing paratroopers shoots at flying paratroopers
Fixed in the latest release just now.
Also added a new command to call to a specific coordinates using /pt call x x

Merged post

The landed paratroopers shooting at the parachuting ones is a known bug that will take a re-write to address, They don't actually do any harm to the parachuting ones
thanks for the fix, 
still to add the loot configuration for paratroopers to enable a custom loot or turn off the loot altogether (analog raidable bases)

Merged post

Paratrooper Chute Options: "Parachute drag force": 2.0, "Wind force": 10.0, "Paratrooper Spread Distance": 25, "Deploy Paratroopers with Smoke Trail while parachuting down": true

what parameters need to be set so that parachutists land more closely on the player’s position?

set to zeros all the same parachutists fly apart

Merged post

and wanted to ask if a bug was found to create a new post with a description? Or can I write everything here? as you prefer?
Slowing down the plane speed and adjusting the spread distance is about the closet you can do, they werent meant to be clustered closely just like real paratroopers they dont all jump at the same time they spread about.
5d35f1495da0a.jpg FastBurst
Slowing down the plane speed and adjusting the spread distance is about the closet you can do, they werent meant to be clustered closely just like real paratroopers they dont all jump at the same time they spread about.

Thanks!