KevinWI 10 Posted February 1, 2011 I just spent 45 minutes designing a cool mission in the editor and it doesn't work when I play it, a bit annoyed. The short of it is that several OPFOR squads are holding Chernogorsk. Several USMC squads land in Ospreys outside the city and engage the enemy. (very daring). I know the Osprey can be buggy when the AI is flying, so I made sure that all my waypoints and syncs were right with out the OPFOR. Without the enemies in the mission, the Ospreys come in, drop off the marines, and leave. Everything works good. With the enemy in the map, they start shooting at the Osprey with small arms, usually once they're in "helicopter mode" and starting to touch down. As soon as they start getting hit, they go back to "airplane mode" and fly away to their next waypoint - back to base where I wanted to them to go after. I know the AI can be a troublesome pilot - especially with the Osprey. Is there anyway I can code around this? Will setting the Osprey pilots to be on "combat" during the missions affect this? ---------- Post added at 04:18 PM ---------- Previous post was at 02:53 PM ---------- I just spent 45 minutes designing a cool mission in the editor and it doesn't work when I play it, a bit annoyed.The short of it is that several OPFOR squads are holding Chernogorsk. Several USMC squads land in Ospreys outside the city and engage the enemy. (very daring). I know the Osprey can be buggy when the AI is flying, so I made sure that all my waypoints and syncs were right with out the OPFOR. Without the enemies in the mission, the Ospreys come in, drop off the marines, and leave. Everything works good. With the enemy in the map, they start shooting at the Osprey with small arms, usually once they're in "helicopter mode" and starting to touch down. As soon as they start getting hit, they go back to "airplane mode" and fly away to their next waypoint - back to base where I wanted to them to go after. I know the AI can be a troublesome pilot - especially with the Osprey. Is there anyway I can code around this? Will setting the Osprey pilots to be on "combat" during the missions affect this? I may get more help if a mod could move this to the editing/scripting forum. Share this post Link to post Share on other sites
ArmAriffic 10 Posted February 2, 2011 That is for all helo's/Osprey's and stuff, they don't like hot LZ's try different combat modes like careless and that is all I think you can do Share this post Link to post Share on other sites
KevinWI 10 Posted February 2, 2011 That is for all helo's/Osprey's and stuff, they don't like hot LZ's try different combat modes like careless and that is all I think you can do This bug report: http://dev-heaven.net/issues/show/3919 Says that the issue was fixed! But it still happens with me. Gah. This is awful! Hot insertions are the most dramatic! :cool: Anyway, going to mess with WP a bit. Share this post Link to post Share on other sites
demonized 20 Posted February 2, 2011 use careless and never fire in waypoints for osprey and use vehiclename land "GET OUT"; {if (_x in vehiclename) then {unassignvehicle _x; dogetout _x;}} foreach units groupname; to unload under fire. best used in trigger when osprey is near unload wp, can also be in wp init line, but may beheave strange then. Note: if you use the moveInCargo command on group make sure to also include assignAsCargo as well. Share this post Link to post Share on other sites
rübe 127 Posted February 2, 2011 disableAI TARGET/AUTOTARGET (or something) works wonders. It goes like this: if the chopper decides to attack a target, he wont land (yet), since the threat has higher priority. Thus you need to make sure, that that vehicle doesn't "auto-target" by disabling this. The chopper will land now pretty much immediately, since there wont be any higher priority task. Try it. Share this post Link to post Share on other sites
KevinWI 10 Posted February 2, 2011 (edited) disableAI TARGET/AUTOTARGET (or something) works wonders. It goes like this: if the chopper decides to attack a target, he wont land (yet), since the threat has higher priority. Thus you need to make sure, that that vehicle doesn't "auto-target" by disabling this. The chopper will land now pretty much immediately, since there wont be any higher priority task.Try it. disableAI target and disableAI autotarget did nothing for me. Going to try Demonized's code Edit: Still not working. I may have the code wrong. I created a simple little test mission (kevinWI_hot_insertion_test) located at http://www.mediafire.com/?k3baom8h48a94s1. It has my last implementation of Demonized's code. Edited February 2, 2011 by KevinWI Share this post Link to post Share on other sites
das attorney 858 Posted February 2, 2011 (edited) disableAI target and disableAI autotarget did nothing for me Did you put inverted commas round the TARGET and AUTOTARGET? Also, you need to disable the AI of the pilot, not the Osprey. Maybe use an empty Osprey and add the pilot with assignAsDriver and moveInDriver. Eg: this disableAI "TARGET"; this disableAI "AUTOTARGET"; In the Pilot's init line (not the Osprey). Hopefully that works for you. Edited February 2, 2011 by Das Attorney Share this post Link to post Share on other sites
KevinWI 10 Posted February 2, 2011 (edited) Did you put inverted commas round the TARGET and AUTOTARGET? Also, you need to disable the AI of the pilot, not the Osprey. Maybe use an empty Osprey and add the pilot with assignAsDriver and moveInDriver.Eg: this disableAI "TARGET"; this disableAI "AUTOTARGET"; In the Pilot's init line (not the Osprey). Hopefully that works for you. Yeah. I created an empty Osprey with pilot. Pilot has: this disableAI "TARGET"; this disableAI "AUTOTARGET"; in his init line. The "TRANSPORT UNLOAD" WP is set to Careless and Never fire and yet the Osprey still skips the unloading and goes to its next WP when fired upon. ---------- Post added at 09:23 PM ---------- Previous post was at 09:05 PM ---------- Can somebody point me towards the direction of a mission that has a helo landing under fire? I've been messing with this for far too long and I'm clearing missing something. I just can't figure out what. :\ I also have OA if somebody wants to post a OA mission. ---------- Post added at 10:59 PM ---------- Previous post was at 09:23 PM ---------- Hmm, I found this: (from this thread) choppername disableAI "AUTOTARGET"; choppername disableAI "TARGET"; choppername setCombatMode "BLUE"; choppername setBehaviour "careless"; choppername setcaptive true; Which works - sort of. Because the chopper is set as captive, it isn't fired upon by the enemy troops. It isn't exactly what I wanted. I'm actually becoming more comfortable with modding commands. May mess around with this a little more. Edited February 2, 2011 by KevinWI Share this post Link to post Share on other sites
Egosa-U 10 Posted February 2, 2011 Why dont you fly by yourself and capture your flight via unitcapture and unitplay-function? Should overcome the buggy AI.. Share this post Link to post Share on other sites
zapat 56 Posted February 2, 2011 I've never succeeded with TRunload waypoint. What worked for me was to script the whole thing and use _chopper land "GET OUT"; command... Share this post Link to post Share on other sites
KevinWI 10 Posted February 2, 2011 Does this issue still happen with OA and the DLC? (I have them all, but not installed atm) Should I file a bug report on DH? Share this post Link to post Share on other sites
demonized 20 Posted February 2, 2011 try out my ParaReinforce script in my sig, it uses a osprey in the A2 version usmc troops group big and will deploy in hot LZ and move on.. it uses land "getout" and waypoints. Share this post Link to post Share on other sites
KevinWI 10 Posted February 2, 2011 Well, I just tested this in OA and it appears to be fixed. I guess vanilla ArmA 2 is out of luck since BIS seems to have moved on. Oh well. :\ I'll try your paradrop script, demonized. Share this post Link to post Share on other sites