FallenPaladin 0 Posted June 7, 2002 I have some problems with a pickup-helo. I have a trigger that activates him, so he flies by if you enter a certain zone. How do I get him to hover down at the waypoint I decided to give him? I managed it so far, that the helo hovers down, but only for a sec and he flies away. Without the player!! But why? I wrote in the next WP after the landing in condition „player in helotrans“, so why does the helo move away without me. What did I do wrong? I`d maybe figure that out myself by try-and-error, but I don`t have the time... Share this post Link to post Share on other sites
LauryThorn 0 Posted June 7, 2002 I've done helo extractions like this: Place a chopper somewhere on map, in land, with no fuel. Put a WP to it, where ever you want it to extract you from. On that WP's on activation field, put chopper Land "LAND" (chopper Land "GET IN") Put a trigger named chopper_last_wp somewhere, where you want the chopper to fly when you are boarded. Make another trigger, with condition: player in chopper on activation: chopper doMove getpos chopper_last_wp That works for me. This has been discussed in other threads, and I think that there are more sophisticated ways to do this. The idea in this is that the chopper won't move before you are in, because it has no further WP's. Then, when you are in, the trigger orders the chopper to move. Share this post Link to post Share on other sites
FallenPaladin 0 Posted June 7, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LauryThorn @ June 07 2002,08:19)</td></tr><tr><td id="QUOTE">on activation: chopper doMove getpos chopper_last_wp That works for me. This has been discussed in other threads, and I think that there are more sophisticated ways to do this. The idea in this is that the chopper won't move before you are in, because it has no further WP's. Then, when you are in, the trigger orders the chopper to move.<span id='postcolor'> That`s very clever! I`ll try it that way. Thanks, Laury! Share this post Link to post Share on other sites
RAMBO 0 Posted June 7, 2002 Once I made an EXTRACTION HELO Â without any waypoints, Â it comes to your position, wherever you are and once he's near U Â he lands and only once U get on the chopper he flies back to base. Â AND U HAVE TO GIVE HIM NO COMMANDS ( except calling him to come ) AH! BTW NO SQS files needed for this Share this post Link to post Share on other sites
FallenPaladin 0 Posted June 7, 2002 Without WPs and script? How did you do that? Share this post Link to post Share on other sites
SCLZ 0 Posted June 7, 2002 Game Logic and / or triggers probably. Edit: First trigger for the radio, tells te chopper to goto player position. Next is when the distance between the chopper and player less than say 200 meters so you make it land with land "GET IN" thingee. Then wait for player is aboard and give it another move/commandMove/doMove command back to base (usually the position of a marker). Share this post Link to post Share on other sites
FallenPaladin 0 Posted June 7, 2002 Haven`t figured out yet how game logic works Share this post Link to post Share on other sites
RAMBO 0 Posted June 7, 2002 Hmmm let me start first make a player ( lets name him aP for this example) and a helipad (named LANDING) and a Blackhawk ( name it HELI ) ( these names are only for example only ) make a GETOUT waypoint ON THE CHOPPER and then a GETIN with the, CONDITION FIELD call==1 create a trigger AXIS both 0 with ACT ( RADIO APLHA (or whatever U want )) in the ON ACT field put this : call=1; HELI move(getpos aP) the above should instruct the pilots to get on the chopper again and fly to the position U called them from. ( N.B. if U call them then U move they will not find U ) then make another trigger AXIS a,b = 0 repeated ACT = none condition = HELI distance aP<75 ON ACT = HELI move(getpos aP); HELI flyinheight 1 the above will make the HELI detect when its 7m away from U and when detected will get near U and fly down at 1 mt ( practically landed ) Create another trigger ,this time to get U back home AXIS a,b = 0 repeated ACT = none Condition = aP in HELI ON ACT = HELI flyinheight 60; HELI move(getpos LANDING) the above will detect when U are on the chopper, and once in, it will lift to 60 mts and return to the HELIPAD named LANDING. this should work. but mind U , if U have a squad U have to put it on the chopper b4 U go in or else U will leave them all behind. GOOD LUCK Share this post Link to post Share on other sites
SCLZ 0 Posted June 7, 2002 Hit.abel.zip"]http://homepages.paradise.net.nz/sclz/[2-4C]Hit.abel.zip Here is a MP mission I'm working on, it's got the dynamic chopper extraction thingee with a game logic and some triggers. It isn't perfect, I was still learning game logics and hadn't tried do this before but once I got it to work I haven't tried changing it Edit: BTW this is a bad example of using a game logic Most of those triggers can be integrated into the game logic waypoints. Edit 2: Damn URL got confused... Share this post Link to post Share on other sites
RAMBO 0 Posted June 7, 2002 MY Method works perferctly, I tried it over and over You can make the calling trigger REPEATED in case U hit it by accident, cause if it is set to ONCE and U hit it, BYE BYE extraction. Share this post Link to post Share on other sites
SCLZ 0 Posted June 7, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">MY Method works perferctly, I tried it over and over<span id='postcolor'> I know, I know Takes me ages to finish writing a post so my info is almost always out of date. But at least in the sample I posted it takes into account any other team members so he can use that at least. Share this post Link to post Share on other sites
RAMBO 0 Posted June 7, 2002 U mean that in the script U made, the chopper waits till all the units of the team are on the chopper? Share this post Link to post Share on other sites
SCLZ 0 Posted June 7, 2002 Yeah, more or less. In the last trigger / waypoint the condition is something like: "_x in blackHawk" count units group player == "alive _x" count units group player So it won't go until the number of units alive in the players group is equal to the number of units from the players group is in the chopper. (<-- 13 years of schooling, results in tougue twister sentences like that? We're doomed) Share this post Link to post Share on other sites
RAMBO 0 Posted June 7, 2002 but does that line has to be written in a trigger or SQS file? if in TRIGGER does it need something else to work? I mean SQS scripting? Share this post Link to post Share on other sites
SCLZ 0 Posted June 8, 2002 No, no thats a trigger condition, the activation code in the same trigger will tell the chopper to move back to base. Share this post Link to post Share on other sites
SCLZ 0 Posted June 8, 2002 Oh, about the original question you might have to set the choppers behaviour to careless as sometimes when they see an enemy they don't like sitting on the ground. Share this post Link to post Share on other sites