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DEVILSVIRUS88

ad_Helo problem help please..

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Hey iv been working on a mission witch involves mass air invasion Helo landings, both ground landings and fast ropeing. all is well up untill its time for the fast rope choppers to kick rocks, witch they dont they just stay in hover mode sometimes engaging in the zombies but iv LOOKED and LOOKED every where for an answer to my issue for 3 days now. so does any one know what else needs to be added in the inits. of the chopper i use for fast rope insertions to make them leave?...im useing ad_helo addon choppers if thats any help. and the init of the chopper in editor i write is: nul=[Raven,50,"move1.sqs"] execVM "\ad_helos\FastRope\scripts\fast_rope_AI_pilot.sqf" thnx in advance

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I dont think its configured for AI pilots and cargo. You can have AI pilots and the player be in the cargo. Player can be pilot and AI in cargo. Thats the way I read the readme.

big readme

FastRope Usage:

---------------------------------------------------------------------------------------------------------------------

1. Make sure height is between 10 and 35 metres (approx 120 feet).

2. Reduce speed to less than 2 and more than -2 ie. it might help to engage the auto-hover function when doing this.

3. Then depending on whether you have either players or AI in the cargo the following will happen:

* If the cargo only contains AI units the player pilot will get the option to deploy fastropes

* Group leaders (player) should be able to deploy the rope for fastroping if they are in cargo space.

* Group leaders entering the aircraft will always override the pilots ability to deploy the rope.

* A group leader in a gunner seat will NOT be able to deploy the rope. He has to be in cargo space.

* Same applies for group members that choose a gunner seat instead of a cargo seat.

4. AI will automatically fastrope whereas players will get an option to descend ropes.

5. When the fast ropes are deployed the pilot gets an "abort fast rope" action in the action menu this will drop the rope and allow you to move off immediately - just be careful if you engage this action as anyone on the ropes will most likely fall to their death. If you do abort the ropes, still have cargo units aboard it is possible to fast rope the remaining units in a safer locale.

6. if an AI unit is piloting the chopper then it will automatically cut the ropes after a period of time so if you are given the choice to descend ropes don't muck around or you'll miss the chance.

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AI Pilots and Fastroping:

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The scripts have been changed to make fastroping with AI pilots less problematic, if your squad is in-cargo and your AI-controlled helo is following way points, the following initialization commands must be in the last waypoint's initialization field:

nul = [helo, 30, "move1.sqs"] execVM "\ad_helos\FastRope\scripts\fast_rope_AI_pilot.sqf"

helo = The name of the AI piloted helicopter in the mission editor.

30 = The time in seconds that the helicopter waits after the fastrope action has completed until dropping ropes and moving away. (This was added to fix the problem that most were seeing with soldiers falling to their death because the ropes were dropped prematurely)

"move1.sqs" = The script that is executed after fastroping is complete that tells the helicopter where to go next.

It is recommended that before the last waypoint is reached, the helicopter's behaviour be set to "CARELESS" and the speed mode be set to "LIMITED".

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Hey iv been working on a mission witch involves mass air invasion Helo landings, both ground landings and fast ropeing. all is well up untill its time for the fast rope choppers to kick rocks, witch they dont they just stay in hover mode sometimes engaging in the zombies but iv LOOKED and LOOKED every where for an answer to my issue for 3 days now. so does any one know what else needs to be added in the inits. of the chopper i use for fast rope insertions to make them leave?...im useing ad_helo addon choppers if thats any help. and the init of the chopper in editor i write is: nul=[Raven,50,"move1.sqs"] execVM "\ad_helos\FastRope\scripts\fast_rope_AI_pilot.sqf" thnx in advance

Look in the syntax......

nul=[Raven,50,"move1.sqs"] execVM "\ad_helos\FastRope\scripts\fast_rope_AI_pilot.sqf"

"move1.sqs" is a script which needs to be in your mission.....

move1.sqs.....

_heli = _this select 0;
_group = group _heli;

~2

_heli flyInHeight 40; 

_waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];

_waypoint0 setWaypointType "MOVE";

_waypoint0 setWaypointSpeed "Normal"; 

_waypoint1 = _group addWaypoint [getMarkerPos "WP2", 7];

_waypoint1 setWaypointType "MOVE";

exit

As you can see this small script creates waypoints at the locations of 2 markers named.... "WP1" and "WP2" , those markers will need to be in your mission as well, preferably set as empty.

The reason it is done like this is so any waypoints AFTER the fastrope waypoint don't interfere with the process of dropping the ropes.

So that script is executed after everyone is on the ground and the helo is cleared to disembark.

-AD

P.S. The waypoint for the helicopter where the fastrope syntax is executed should be the LAST waypoint in the HELO's trip, the rest of them should be handled by move1.sqs.

Edited by ADuke

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ahh thank you very much sir. thats just what it was and just needed a better understanding of the install instructions....your mod has truely made me finaly peace enough to put my Original Operation FlashPoint on my shelf for good and stick with Arma2......lol

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