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iceman11a

Extractions and insertions

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I tried to get this to work and didn't get any replies I need some help on this. I tried to get this to work in Both ArmA 2 and ArmA Gold and nothing seems to work

I uploaded this file that I made in ArmA Gold, so if any one has some time to look at it for me. When I started building a mission and I couldn't get extraction or insert to work in the same map. I desided to make a sample to see if I could get it to work, and no matter what I do. It just fails.

When the heli's land they should wait for the 2 teams to enter the heli's and well they seem to lift off before that. They come in for a landing and as seems as it touches the ground the heli take off again. The sample I fount on youtube were for ArmA 2 and not ArmA, How ever it should work the same.

ArmA ) http://www.4shared.com/file/t27vxPwh...ion_3Sara.html

ArmA 2) I don't have the other one to download. If you want it too. Let me know and I'll up load it.

The idea is to have One Heli extract a team on a "helipad" and then take off again and land at a 2nd helipad2.

In ArmA it just touches the ground and takes off again from the 1st landing pad.

In ArmA 2 it just ignores the 1st landing pad and flies too and lands on the 2nd helipad2,

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ok don't have much time to explain this, but if i remember correctly you may want to try Land:

http://community.bistudio.com/wiki/land

AND also it requires you make an additional waypoint right next to the move waypoint with the 'LAND' in, so that the heli doesn't execute that 'additional' waypoint until the condition is met, the condition being

!(alive yourunit) OR (yourunit in heli1)

i think that is it if i remember, not sure whether it is any help but it gets the heli to land, wait for you to get in, and once you are in, the heli executes the waypoint and your off, and when you want to drop off, you make the next waypoint 'Transport unload'.

btw, 'in' is a command, it checks whether a unit is in a vehicle :)

Hope that helps

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Yes, That's just how I have them on both maps. and I can't under stand why this doesn't work..

If I take the way points off and just get it to land at the 1st one, and remove the 2nd landing pad, It works just fine. As soon as I add the extra way points and a 2nd landing pad. It starts all over again. I have the same problem.

Edited by iceman11a
Updated it

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the land command is your friend here:

place 1st H and make a trigger near it synched to the heli, or place the move WP of the heli near the H and in on act place this:

heliname land "GET IN"; {_x assignAsCargo heliname; _x orderGetin true} foreach units groupname;

make another H and either use a transport unload wp, or use a variation of either land "GET OUT" or land "LAND", with

{unassignVehicle _x} foreach units groupname;

in either the wp or a trigger synched to heli.

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well you guys have me all so lost. and what is this

heliname land "GET IN"; << This should be the name of the H pad.

Ok, let me start from scratch.

I have one player and one team mate. I have a helo coming in for a landing. when the unit (team mate) gets in to the helo. It takes off again and lands at a 2nd helipad.

The problem I been having is that I can't get the heli to land at the 1st pad, it just taks off again and holds and stay in the air. It doesn't do any thing.

I need a sample of how to do this.

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Ok I can't give you a sample mission at the moment, but what it basicly is

you have your 'H' pad from your objects section, you put a move waypoint of ur heli on that H pad, and in that waypoint init box you put

youheliname land "GET IN";

OR you could do

youheliname land "LAND";

then you create a second move waypoint exactly next to the first waypoint just described (literally on top of it) and then in that move waypoint's condtion box you put

(yourunitaname in yourheliname) OR (!alive yourunitname) AND (yourteammatename in yourheliname) OR (!alive yourteammatename)

type that exactly as you see it, don't remove any of the AND/ORs as they are important.

Now what you do is repeat the exact same thing if you wish, creating another move waypoint, using the land command and so forth. however if after that you would like to be able to unload, you can just put and transport unload waypoint and there you go

As long as you properly name your units and heli it should work and how it works is that the heli will init the move waypoint and land, and then it won't execute the next waypoint until you and your teamamte are in the heli or dead, and once it executes that, it will be off to the next waypoint. the essence is to try and control what the heli does.

Now if you get anymore problems (hopefully i haven't missed anything out) you can consider the

heliname flyinheight 1;

command. but if i remember correctly it should all good.

btw, it is important to have to H pad as it is recognised by air type vehicles.

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Ok, that's how mine is setup.

The idea is too:

The heli lands and picks up one person and then it should take off and go to another helipad and land again. I just can't get that too work.

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well you guys have me all so lost. and what is this

heliname land "GET IN"; << This should be the name of the H pad.

No, if you read the link it will specify HELI name not H-pad, heli will select closest h-pad when using this command or if none close, best location nearby.

Editor example no code:

place 1 h-pad, place a load wp for heli at the hpad, place your group/unit on ground and place their get in wp near (NOTE: not in the way of the heli landing) the hpad and select synchronize and drag a line from load wp to get in wp and release.

place a unload wp for the heli at the 2nd h-pad, done. this works well almost 100% of the time, some times it wont work and heli will just land and take off again, this is rare, most likely related to a assignAsCargo bug not happening.

using my last post code example, works flawlessly even under fire every time, ive used it in my Parareinforce scripts, works perfectly even under heavy fire.

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Thanks. How ever like i said that doesn't work. I'm checking to see if I can get one of my desktop recording software up and working so I can make a small movie that you can see just what I'm trying to do. This should give you a better idea.

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In init.sqf put:

[_chopper, _person, _h0, _h1] execVM "evac.sqf"

evac.sqf

_chopper = _this select 0;
_person = _this select 1;
_h0 = getPosATL (_this select 2);
_h1 = getPosATL (_this select 3);

_chopper doMove _h0;

waitUntil { unitReady _chopper };

_chopper land "GET IN";

waitUntil { getPosATL _chopper select 2 < 5 };

_person assignAsCargo _chopper;
[_person] orderGetIn true;

waitUntil { vehicle _person == _chopper };

_chopper doMove _h1;

waitUntil { unitReady _chopper };

_chopper land "LAND";

Not tested,

_neo_

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Ok, if I under stand this right. Your saying remove the way points and just use the helipads or the (H) Invisible and sent the chopper to each one.

so in my mission I would use some thing like this.

[heli1, unit1, helipad, helipad2] execVM "evac.sqf"

Let me try this in a new sample mission and see what happens..

---------- Post added at 03:59 PM ---------- Previous post was at 03:35 PM ----------

Ok well I put a small mission together with your code from above. and I don't under stand what should happen or it doesn't work.

I created a new mission and I added one Player, and one _person. I added 1 blackhawk and named it _chopper, and 2 (H) Invisible helipads. 1st one names _h0 and the 2nd is _h1.

I added this to my init.sqf file

[_chopper, _person, _h0, _h1] execVM "evac.sqf"

and your code from above to a file called evac.sqf, and nothing happen, The helo should have flue in and landed and pick up _person and took off again and landed at _h1.

So this has me really confused..

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Thanks Neo. I didn't have my mission setup like the one you have. How ever since I know that it works. I should think about using it...

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