TPM_Aus 137 Posted April 4, 2011 Im looking for a command or script that would cause an AI helicopter to crash. Can anyone point me in the right direction? I have searched. Share this post Link to post Share on other sites
TPM_Aus 137 Posted April 4, 2011 Kill the pilot? How do you do that? I want to me in the helicopter as a passenger and then the helicopter go down behind enemy lines etc. Share this post Link to post Share on other sites
demonized 20 Posted April 4, 2011 //if you want to take out the tail rotor then heliname setHit ["mala vrtule", 1]; heliname land "LAND"; for killing pilot, use pilotname setDammage 1; Share this post Link to post Share on other sites
buliwyf 4 Posted April 4, 2011 //if you want to take out the tail rotor then heliname setHit ["mala vrtule", 1]; heliname land "LAND"; for killing pilot, use pilotname setDammage 1; pilot heliname setDammage 1 would be easier to handle with editor placed and manned helicopters... ;) Share this post Link to post Share on other sites
PELHAM 10 Posted April 4, 2011 (edited) Put an H (invisible) where you want the aircraft crash. Name your helicopter k1 (or whatever). Waypoints WP 50m from H (invisible) On Act: k1 land "GET OUT"; i=[k1,4.5,time,false,false] spawn BIS_Effects_Burn; WP on H (invisible) Type "GET OUT" Then 2 triggers on H (invisible): trigger1 Area 50m Anybody - Once cond: k1 in thislist && (getpos k1 select 2) <=50 On Act: k1 setDammage 0.9; trigger2 Area 25m Anybody - Once Timeout Min30 Mid30 Max30 cond k1 in thislist && (getpos k1 select 2) <=1 On Act: k1 setDammage 1; That will simulate a good fire with lots of smoke and a spinning, hard landing due to tail rotor failure. Importantly, no one on board will be injured or killed. You will need to add MayDays and warnings with sideChat. Problems: -You will need to move everyone 25m from the helo or they will be killed when it explodes. Just have extra move waypoints for the helicopter. the crew will follow them when the get out. -There is no sound of explosion when the helo sets on fire - I will leave that one for you. Edit: Just had a few reruns of this in the editor and to make sure you get the crew to escape put: k1 setDammage 1; In the additional k1 waypoints and don't have the 2nd trigger. When the crew reaches the waypoint the helicopter will explode. Also set the waypoints to behaviour: CARELESS so theAI run. Edited April 4, 2011 by PELHAM add info Share this post Link to post Share on other sites
demonized 20 Posted April 4, 2011 pilot heliname setDammage 1 would be easier to handle with editor placed and manned helicopters... ;) yes in the trigger you can use (driver heliname) setDammage 1; Share this post Link to post Share on other sites
TPM_Aus 137 Posted April 4, 2011 (edited) Thanks guys, I will have a look at it later, I am fairly new to all this scripting. But I will give it a go. If I have to much trouble, I will post back. I hope you guys dont mind. Peace. ---------- Post added at 09:29 AM ---------- Previous post was at 08:16 AM ---------- thanks guys, they work like a charm. Now i just need to get the mayday stuff and explosion noises happening. Also do these scripts work for the c130? Edited April 4, 2011 by ThePathMaker Share this post Link to post Share on other sites
demonized 20 Posted April 4, 2011 do these scripts work for the c130? yes they will, rotor damage will not work ofc, and replace land part with landat for planes, although they will go down anyhow. Share this post Link to post Share on other sites
PELHAM 10 Posted April 5, 2011 This will give you an explosion and start the fire if you put it all in the On Act: of a waypoint. I got it from AZ Coder here: http://forums.bistudio.com/showthread.php?t=94143&highlight=explosion&page=2 k1 land "GET OUT"; bombLoc = getPosATL k1; warhead = createVehicle ["Sh_125_HE", bombLoc, [], 0, "CAN_COLLIDE"]; holder = createVehicle ["weaponHolder", bombLoc, [], 0, "CAN_COLLIDE"]; warhead setPosATL; i=[k1,4.5,time,false,false] spawn BIS_Effects_Burn; Share this post Link to post Share on other sites
zoufa23 10 Posted July 18, 2011 Hey experts out there. Im just learning how to script and stuff. Anyways my friend has the script that we're flying in a chopper and we get hit by some RPG's and we go down and blow up on impact but we don't die we are able to exit and play as nothing happened. He wont explain how he did it so I was wondering if I could get some help with this. If anyone could give me the step by step way to do this. I would really appreciate the help. Zoufa Share this post Link to post Share on other sites
demonized 20 Posted July 18, 2011 (edited) since your "friend" sounds like a douche, lets just "hack" him. :D ill tell you this: open up your MPCache folder, im on win 7 ultimate 64 bit. my MP cache is a hidden folder (enable show hidden folders in explorer). its located here: C:\Users\your win username\AppData\Local\ArmA 2 OA\MPMissionsCache in there you will find all the MP missions you have played, locate the one your "friend" made and use Eliteness to unpbo it and then you can see exactly how he did it. now get cracking and show your "friend" how "you" did the crash. ;) :D Edited July 18, 2011 by Demonized Share this post Link to post Share on other sites
zoufa23 10 Posted July 18, 2011 Thanks but I dont understand the setup of the Eliteness. This is what it looks like... Pbo Type is: CWC ========*==*============== AI_respawn\AI_respawn.sqf AI_respawn\AI_respawn_init.sqf AnimationLoop.sqf Cleanup2.sqf Cleanup3.sqf Description.ext East_WP.sqf Evac.sqf HousePatrol.sqf init.sqf mando_heliroute_arma.sqf mission.sqm respawnSpecial\respawnSpecial.sqf respawnSpecial\Spawn_chopperInit.sqf revive_init.sqf revive_sqf\cam_dead.sqf revive_sqf\cam_follow.sqf revive_sqf\CAM_KEY_pressed.sqf revive_sqf\carry.sqf revive_sqf\COD\body_damage.sqf revive_sqf\damageEH\handleDamage.sqf revive_sqf\dialogs\config.cpp revive_sqf\dialogs\dead_cam_dialog.hpp revive_sqf\dialogs\define.hpp revive_sqf\dialogs\OK_map.hpp revive_sqf\dialogs\respawn_button_1.hpp revive_sqf\dialogs\respawn_button_1b.hpp revive_sqf\dialogs\respawn_button_1c.hpp revive_sqf\dialogs\respawn_button_1map.hpp revive_sqf\dialogs\respawn_button_2.hpp revive_sqf\dialogs\respawn_button_2b.hpp revive_sqf\dialogs\respawn_button_2map.hpp revive_sqf\dialogs\respawn_button_3.hpp revive_sqf\dialogs\respawn_button_3b.hpp revive_sqf\dialogs\respawn_button_3map.hpp revive_sqf\dialogs\respawn_button_4.hpp revive_sqf\dialogs\respawn_button_4b.hpp revive_sqf\dialogs\respawn_button_4map.hpp revive_sqf\dialogs\rev_cam_dialog.hpp revive_sqf\dialogs\rev_cam_dialog_blank.hpp revive_sqf\drag.sqf revive_sqf\drop_body.sqf revive_sqf\functions\AI_throwSmoke.sqf revive_sqf\functions\AIBehaviour.sqf revive_sqf\functions\CallOut.sqf revive_sqf\functions\createBody.sqf revive_sqf\functions\DeleteUncBody.sqf revive_sqf\functions\dropWeapons.sqf revive_sqf\functions\GetTerrainSlope.sqf revive_sqf\functions\I_need_help.sqf revive_sqf\functions\LeaderFix.sqf revive_sqf\functions\LivesRemain.sqf revive_sqf\functions\respawn_chance.sqf revive_sqf\functions\respawn_time.sqf revive_sqf\functions\RespawnPos1.sqf revive_sqf\functions\RespawnPos2.sqf revive_sqf\functions\RespawnPos2AI.sqf revive_sqf\functions\reviveDrag_C_keyDown.sqf revive_sqf\functions\SlopeFix.sqf revive_sqf\functions\toggle_dialog_fade.sqf revive_sqf\functions\UncAnimFix.sqf revive_sqf\functions\uncTimer.sqf revive_sqf\functions\wait_check.sqf revive_sqf\functions\WaterFix.sqf revive_sqf\functions\whileDragging_KEY_pressed.sqf revive_sqf\go_back.sqf revive_sqf\heal.sqf revive_sqf\heal_sqf\heal.sqf revive_sqf\heal_sqf\player_heal.sqf revive_sqf\init_related_scripts.sqf revive_sqf\isplayer.sqf revive_sqf\Load_wounded\Load_act.sqf revive_sqf\Load_wounded\load_wounded.sqf revive_sqf\Load_wounded\unLoad_act.sqf revive_sqf\marker_color.sqf revive_sqf\medic\bandage.sqf revive_sqf\medic\bandage_teammate.sqf revive_sqf\medic\supplies.sqf revive_sqf\mission_end.sqf revive_sqf\mobile\deploy_camo.sqf revive_sqf\mobile\deploy_camo_man.sqf revive_sqf\mobile\mobile_Marker.sqf revive_sqf\mobile\mobile_remove_spawn.sqf revive_sqf\mobile\mobile_spawn.sqf revive_sqf\mobile\move_spawn.sqf revive_sqf\mobile\stow_camo.sqf revive_sqf\mobile\stow_camo_man.sqf revive_sqf\mobile\vcl_respawn.sqf revive_sqf\onConnect.sqf revive_sqf\putDown_body.sqf revive_sqf\pvEH\allowDamage.sqf revive_sqf\pvEH\animDrag.sqf revive_sqf\pvEH\animHealed.sqf revive_sqf\pvEH\carriedUp.sqf revive_sqf\pvEH\deadState.sqf revive_sqf\pvEH\lieStill.sqf revive_sqf\pvEH\load_wounded.sqf revive_sqf\pvEH\noAnim.sqf revive_sqf\pvEH\noDamage.sqf revive_sqf\pvEH\pickUp.sqf revive_sqf\pvEH\promptRName.sqf revive_sqf\pvEH\rolltoback.sqf revive_sqf\pvEH\rolltofront.sqf revive_sqf\pvEH\set180.sqf revive_sqf\respawn\init_respawn.sqf revive_sqf\respawn\respawn.sqf revive_sqf\respawn_at_base.sqf revive_sqf\respawn_at_base_jip.sqf revive_sqf\respawn_at_base_water.sqf revive_sqf\respawn_counter.sqf revive_sqf\revive_init.sqf revive_sqf\Revive_player.sqf revive_sqf\rPrn.sqf revive_sqf\show_map_loc.sqf revive_sqf\Sound\UNIV_v05.lip revive_sqf\Sound\UNIV_v05.ogg revive_sqf\Sound\UNIV_v06.lip revive_sqf\Sound\UNIV_v06.ogg revive_sqf\Sound\UNIV_v07.lip revive_sqf\Sound\UNIV_v07.ogg revive_sqf\Sound\UNIV_v10.lip revive_sqf\Sound\UNIV_v10.ogg revive_sqf\Sound\UNIV_v11.lip revive_sqf\Sound\UNIV_v11.ogg revive_sqf\Sound\UNIV_v18.lip revive_sqf\Sound\UNIV_v18.ogg revive_sqf\Sound\UNIV_v24.lip revive_sqf\Sound\UNIV_v24.ogg revive_sqf\Sound\UNIV_v25.lip revive_sqf\Sound\UNIV_v25.ogg revive_sqf\Sound\UNIV_v31.lip revive_sqf\Sound\UNIV_v31.ogg revive_sqf\Sound\UNIV_v50.lip revive_sqf\Sound\UNIV_v50.ogg revive_sqf\Sound\UNIV_v51.lip revive_sqf\Sound\UNIV_v51.ogg revive_sqf\team_killer.sqf revive_sqf\trigger_mkr.sqf SAVE.txt Show1.sqf Show2.sqf Show3.sqf sound\1.ogg sound\2.ogg sound\Test.sqf Strike.sqf supplydrop.sqf Target.sqf Test.sqf I dont know what to do from this. Help please. Share this post Link to post Share on other sites
demonized 20 Posted July 18, 2011 just doubleclick the missionname.pbo in eliteness and youll get a question to extract, click yes. Share this post Link to post Share on other sites
zoufa23 10 Posted July 18, 2011 Yeah I got that. Is there anyway I can open that mission in editer so I can see how he did it from that point of view? Share this post Link to post Share on other sites
kylania 568 Posted July 18, 2011 Move the folder it created to your MyDocs\ArmA2 Other Profiles\ArmAUsername\missions folder. Then open it in the editor. Share this post Link to post Share on other sites
KC Grimes 79 Posted July 18, 2011 Move the folder you got after extracting the pbo into your MPMissions folder. C:\Users\Name\Documents\ArmA 2 Other Profiles\InGameName\MPMissions Share this post Link to post Share on other sites
zoufa23 10 Posted July 18, 2011 What would I use to extract the pbo? Share this post Link to post Share on other sites
kylania 568 Posted July 18, 2011 Eliteness, though I use cpbo Share this post Link to post Share on other sites
zoufa23 10 Posted July 18, 2011 I got it. Thanks guys for all the help :D Share this post Link to post Share on other sites
SgtDThompson 10 Posted August 19, 2011 How do you make a missle or rocket shoot at the chopper so it makes it look like it got shot down instead of just imploding hahaha Share this post Link to post Share on other sites
kylania 568 Posted August 19, 2011 In BAF they actually shot the helicopter than forced the tail rotor to damage. avenger reveal lynx; [] spawn { while {canMove lynx} do { playsound "missile_inbound"; sleep 0.25 } }; [] spawn { [] spawn { 1.5 fadeMusic 0; sleep 1.5; playMusic ["EP1_Track15", 35.8]; 1.5 fadeMusic 1 }; sleep 1; avenger doTarget lynx; lynx vehicleChat "Poppycock! Seems we've a spot of bother. Do hang on."; sleep 2; null = avenger fireAtTarget [lynx]; [] spawn { sleep 3.2; lynx setHit ["mala vrtule", 1] // specifically destroy the tail rotor to cause a landing }; }; Here's a demo mission showing that. Share this post Link to post Share on other sites