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ayser

Locked vehicle, AI still gets out and in

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Not sure what I did, but yesterday I placed a Chinook, set it captive so no one shot it, and it was perfect, flew from point A to point B.

I replaced the Chinook with a C-130J so I could do a quicker / better para drop. Once I changed it, the AI kept getting out of the plane, then got back in. I tried to lock the vehicle through editor and scripts, and they still got out/in. Once again, tried removing the get out/eject action, and they still got out and in. Deleted the C-130J and placed down another Chinook, and the same thing is happening, they get out and back in.

Why do they need to get out, scan for about 5 seconds, then get back in? How can I keep them in? Nothings working for me today :(

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Fixed it, not even sure how, was just messing with settings... I've set it so 3 squads spawn into the C-130, and when they get over the marker, they para out. Only 1 squad Ejects, while the other 2 sit in there. They're all in the same group, so i'm not sure what's wrong..

My waypoint on Act is: {_x action ["EJECT", Chinook]} foreach units Drop2

And for each and every unit on the side that goes into the C-130, they've got:

this moveInCargo C130; Drop2 = group this;

Is this normal, or should I just use 3 blackhawks?

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Might try a bit of a delay to avoid problems.

That fixed some of my problems :P But I am switching it to 3 Birds landing, then taking off when no groups are in it since it suits what I need to do more. I'm having trouble though... I've made the waypoints, and i've got this

9c7d10b483fc5db75dca3d85d2e0c84e.png?1344814019

Doesn't that mean: If there is 0 units from group "Drop1" then do Act?

That's what I think atleast... If I have that to != instead of ==, it will not land, but instead hover over the waypoint. Is there a problem i'm doing here? Edit - Ignore the "ParaDrop.sqf", I deleted it later and made no difference"

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That means "are all the units in the group called Drop1 in the vehicle called veh?".

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That means "are all the units in the group called Drop1 in the vehicle called veh?".

Ahh, thought it got the name automatically from "veh". Changed it to "{_x in Bird1} count units Drop1 == count units Drop1". Now, it goes to the waypoint, lands, and then takes off a second later even if the group is still in it. Do I have to mess with the second waypoint, making it say "If drop1 in bird1, wait" or something along the lines?

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This demo mission has a few examples of AI transporting player groups. Often I'll double up on a waypoint using a trigger which checks if the group is in/out.

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This demo mission has a few examples of AI transporting player groups. Often I'll double up on a waypoint using a trigger which checks if the group is in/out.

Got it all working perfectly now, thanks for the mission example :) Is there a way to get rid of the music once everyone gets in/out the blackhawk?

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It's probably playing from the Effects part of a trigger so if you copied one of them just check Effects and remove the Track.

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