ayser 1 Posted August 12, 2012 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 :( Share this post Link to post Share on other sites
ayser 1 Posted August 12, 2012 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? Share this post Link to post Share on other sites
kylania 568 Posted August 12, 2012 Might try a bit of a delay to avoid problems. Share this post Link to post Share on other sites
ayser 1 Posted August 13, 2012 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 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" Share this post Link to post Share on other sites
kylania 568 Posted August 13, 2012 That means "are all the units in the group called Drop1 in the vehicle called veh?". Share this post Link to post Share on other sites
ayser 1 Posted August 13, 2012 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? Share this post Link to post Share on other sites
kylania 568 Posted August 13, 2012 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. Share this post Link to post Share on other sites
ayser 1 Posted August 13, 2012 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? Share this post Link to post Share on other sites
kylania 568 Posted August 13, 2012 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. Share this post Link to post Share on other sites