katipo66 94 Posted May 12, 2011 hey i was wondering if it would be easy enough to make a attack chopper work in the same sort of way like have it so u can call for it the same way as the helo and click on the map were u wont it to go to and have it do a patrol or somthing or attack that spot and have it rtb the after like 30 sec auto somthing like that would that be possible ???? Of course anything is doable, but never easy, Try using high command, it gives you that ability more or less Share this post Link to post Share on other sites
grub 10 Posted May 26, 2011 Hey guys, Norrin I'm not sure if your still around, maybe someone else can answer this question? I have implemented this script into a mission and all was well. I know have (in mouse scroll menu) 2 "call chopper extraction" options. Does anyone know how to fix this? Its only firing once, according to the hint "extraction action added". Cheers, Grub Share this post Link to post Share on other sites
magicpanda 19 Posted May 26, 2011 (edited) Check you are not calling the [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; bit in the INIT.sqs file and the init line of the chopper at the same time. If it's in the Init.sqs file just put // infront of it to comment it out. and leave it in the chopper init line. The game will ignore it then. I have a question about this as well. Whenever I use this the enemy will completely ignore the chopper when it's called in. Breaks the immersion a bit when you use it in the middle of a firefight. :) Edited May 26, 2011 by Magicpanda Share this post Link to post Share on other sites
murderhorse 10 Posted May 26, 2011 (edited) ...Basically I want the extraction option open to everyone via a radio trigger... I found the solution to my problem and now that it works, I realise how easy it was / dumb I am. I made a copy of norrins addExAction.sqf and renamed it to callexhelo.sqf Then it was only a matter of adding player setVariable ["NORRN_taxiHeli", slick1, true]; to the script and calling it via a radio trigger. This is what the file should look like _unit = _this select 0; if (!local _unit) exitWith {}; NORRN_heloExtractMapClick = true; NORRN_heloGotoMapClick = true; sleep 2; player setVariable ["NORRN_taxiHeli", slick1, true]; _pos = getPos _unit; _heli = player getVariable "NORRN_taxiHeli"; _heli setVariable ["NORRN_H_commandingUnit", player, true]; sleep 2; //if (player != leader group player) exitWith {}; hint "Extraction action added"; NORRN_heliExtract_action = player addAction ["Call chopper extraction", "scripts\heloGoTo\extractionMapClick.sqf",player,1, true]; [_unit] execVM "scripts\heloGoTo\re_addExAction.sqf"; [_unit] execVM "scripts\heloGoTo\resetCommandingUnit.sqf"; while {!(_heli getVariable "NORRN_H_destChosen") && NORRN_heloExtractMapClick && NORRN_heloGotoMapClick && alive player && alive _heli && !(_heli getVariable "NORRN_aerialTaxiDestroyed")} do {sleep 0.2}; player removeAction NORRN_heliExtract_action; I commented out if (player != leader group player) exitWith {}; Because I want anyone to have the option, but obviously you can uncomment it if you want group leaders only to have access. There are probably much better ways to do this, but I'm not very good with scripting so it's quick and dirty. Thanks norrin for this awesome script. Edit: After further testing, it will make dupes of the chopper and cause them to spawn on top of each other. Back to the drawing board Edited June 1, 2011 by murderhorse Share this post Link to post Share on other sites
grub 10 Posted May 26, 2011 Check you are not calling the [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; bit in the INIT.sqs file and the init line of the chopper at the same time. If it's in the Init.sqs file just put // infront of it to comment it out. and leave it in the chopper init line. The game will ignore it then. I have a question about this as well. Whenever I use this the enemy will completely ignore the chopper when it's called in. Breaks the immersion a bit when you use it in the middle of a firefight. :) Thanks Magicpanda (whoa acid flashback lol). I'm at work at the moment so I'll check it out when I get home tomorrow. From memory though I am calling it from the unit only. Could it be anything else? Thanks again. Share this post Link to post Share on other sites
magicpanda 19 Posted May 26, 2011 Thanks Magicpanda (whoa acid flashback lol).I'm at work at the moment so I'll check it out when I get home tomorrow. From memory though I am calling it from the unit only. Could it be anything else? Thanks again. That's the only think I can think off unless you have it stashed somewhere else in a trigger or something? I usually call it all in one go via an init line of a trigger or unit. null = [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; player setVariable ["NORRN_taxiHeli", slick1, true]; Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 2, 2011 Hi Norrin, have you ever noticed a server crash with this script? I think I can reproduce it. 1. Use A2/AO server on current version 2. Use a mission having your script running 3. Start a mission --> everything is ok 4. Use #missions and reselect / restart the mission 5. You will notice that the server crashes, Client will be ok 6. Restart the arma2oaserver.exe and reconnect to the server, start the same mission again --> server crash 7. But if you restart your A2/OA client and the server as well, the mission will run again until the next restart. I've tested several custom missions without your script and some BI missions as well, but I only get the server crashes when doing things like mentioned above. Here's the RPT: http://pastebin.com/qbjvDpQn Do it have to do with the line #Warning: no type entry inside class RscDisplayChannel/controls/Channel ? Share this post Link to post Share on other sites
frosties 10 Posted July 21, 2011 Hello, Is it possible to connect the pickup to a smoke grenade that you throw on the ground? and then have a statis extraction point back in the base? For example if you are stranded far away, just to be picked upp and brought back to the base? Share this post Link to post Share on other sites
CapitanStratos 0 Posted August 18, 2011 I'm a total newbye on ArmA2 so sorry to recover this post, but I can't use the script. I have ArmA2 1.10 but have no idea of where to place the "scripts" folder so I can use them in game. I tried to create a mission following the instructions, but I get this error. Script scripts/heloGoTo/heloGoTo_iniq.sqf not found Any idea? Share this post Link to post Share on other sites
GhostSniper 28 Posted August 18, 2011 Script scripts/heloGoTo/heloGoTo_iniq.sqf not found wrong = heloGoTo_iniq.sqf Correct = heloGoTo_init.sqf Share this post Link to post Share on other sites
CapitanStratos 0 Posted August 18, 2011 Name was correct It was my mistake translating it. Have no idea of where exactly place the files, but If is on the folder the error says, Is already there. Share this post Link to post Share on other sites
CapitanStratos 0 Posted August 18, 2011 Bump. Please is important to me. Share this post Link to post Share on other sites
becubed 24 Posted August 19, 2011 Capitan, when you create your mission you have a folder for the mission created. EG if my mission is called RepoMen and it's on Takistan then I get a folder called RepoMen.Takistan. Inside this folder create another folder called scripts. Inside this scripts folder copy the folder heloGoTo. That should be all that you need from the sound of it as the message indicates that it is trying to run the script it just cannot find it where it expects it to be. Scott Share this post Link to post Share on other sites
CapitanStratos 0 Posted August 19, 2011 Then I'm missiing something as I don't have that Takistan island. Is added on a expansion? Will the script not work without that island? Share this post Link to post Share on other sites
grub 10 Posted August 19, 2011 Ok look, to run this script you need to first save your mission. A folder will then appear in your ArmA2/Documents/ missions folder. Place the scripts folder (from memory it is a folder full of scripts) then, create a txt file called init. Then change .txt to .sqf In this file put [slick1] execVM "scripts\heloGoTo\heloGoTo_init.sqf"; // For extraction action at start-up player setVariable ["NORRN_taxiHeli", slick1, true]; //NORRN_aerialTaxiRespawnOff = false; NORRN_noAerialTaxiAtStart = true; }; Then in your mission place a chopper and name it slick1 This should work, its been a while since i used it though lol Let me know man. edit: TBH tho man, norrin is very good at explaining how to use his stuff in his first posts. This one is no different, very simple to follow. Share this post Link to post Share on other sites
CapitanStratos 0 Posted August 19, 2011 Thanks Grub!! All worked fine now. Thanks Share this post Link to post Share on other sites
grub 10 Posted August 20, 2011 Thanks Grub!! All worked fine now.Thanks Good good! You should be ok with running most script's now. ;) Share this post Link to post Share on other sites
darkxess 60 Posted August 24, 2011 Hey Norrin, can you make a version instead of landing, the chopper would hover at a good enough hight to fast rope out? instead of just using for a taxi could be also be used in missions for quick insertions etc,... thanks :) Share this post Link to post Share on other sites
Kommiekat 11 Posted August 24, 2011 ^^^ I think what you are looking for is called "Combat Insertion" Video: Old Version: This Version: Hope this helps Share this post Link to post Share on other sites
kremator 1065 Posted August 24, 2011 Norrin has left the building. I don't think he's coding anymore. Share this post Link to post Share on other sites
darkxess 60 Posted August 24, 2011 ^^^I think what you are looking for is called "Combat Insertion" Video: Old Version: This Version: Hope this helps Thanks mate, that will do .. forgot about this one, lol. :) Share this post Link to post Share on other sites
Lanzfeld 10 Posted August 24, 2011 Shame he isnt tweaking this great script. I put a cobra next to the "taxi" chopper and grouped it to the taxi. For the most part, my taxi had an escort! Problems: 1. The escort doesnt take off until the taxi gets to the drop point. It is late to the party. When it does get there it hovers and provides cover! 2. When they head back to base to refuel the escort will not land and will not come a second time. Shame. Share this post Link to post Share on other sites
darkxess 60 Posted August 25, 2011 Shame he isnt tweaking this great script.I put a cobra next to the "taxi" chopper and grouped it to the taxi. For the most part, my taxi had an escort! Problems: 1. The escort doesnt take off until the taxi gets to the drop point. It is late to the party. When it does get there it hovers and provides cover! 2. When they head back to base to refuel the escort will not land and will not come a second time. Shame. Lanzfeld, post your script then or how you have done it and we can all work together on bettering it. :) Share this post Link to post Share on other sites
norrin 9 Posted August 25, 2011 (edited) @Kremator - hate to disappoint you mate but I'm alive and well :) Just tied up with my job and the AAW mod at the moment - lots of new goodies there if we ever get around to releasing them. @DarkXess - I'm pretty sure you can do what you're after in the fast_rope addon version of the taxi scripts - take a look here: http://forums.bistudio.com/showthread.php?t=73336&highlight=fastrope This addon uses an older version of the taxi scripts so I can't promise you its going to work perfectly as BIS have played around with chopper behaviour since it was last updated but the fast-rope part should work fine. Edited August 25, 2011 by norrin Share this post Link to post Share on other sites
Lanzfeld 10 Posted August 25, 2011 DarkXess, All I did was create a unit and grouped it to the taxi unit. No scripting at all. I have not learned how yet. Share this post Link to post Share on other sites