redivider 1 Posted March 11, 2013 I have been searching around for at least 2 hrs and cannot find a way to make an AI controled heli land in a spot while under fire. I have tried loads of things already such as using a trigger and flyInHeight 0, disableAI, ... but nothing worked. As soon as the pilot sees enemies he starts to bank away and circle off. Anyone knows how to get pass this except by calculating the path every frame? Sincerely, red Share this post Link to post Share on other sites
hundredyears 1 Posted March 11, 2013 Unit Init: HeliUnit SetCaptive true; Try this it should work had the same problem. Share this post Link to post Share on other sites
neokika 62 Posted March 11, 2013 You can also disable the AI abilities completely. _chopper enableAttack false; _chopper setBehaviour "CARELESS"; _chopper setCombatMode "BLUE"; _chopper disableAi "TARGET"; _chopper disableAi "AUTOTARGET"; _chopper disableAi "FSM"; If the above doesn't do it, please report the issue here. Share this post Link to post Share on other sites
mickeymen 324 Posted October 7, 2017 None of the proposed methods will not work. Share this post Link to post Share on other sites
Sgt. Dennenboom 98 Posted October 7, 2017 Did you try allowFleeing? Making helicopters land where you want them to is always a bit of a struggle... Share this post Link to post Share on other sites
JohnKalo 657 Posted October 10, 2017 Try setting the chopper's pilot behaviour to CARELESS via the choppers' waypoints and see if that one works. It did for me when I needed it some time ago. Regards, HE Share this post Link to post Share on other sites
johnnyboy 3789 Posted October 10, 2017 This topic is thoroughly explored in the following thread. Here I suggest a helpful tutorial, and offer my solution to this problem that I used in MP mission Property of Mabunga. In this MP mission I had 3 AI evac choppers land at same LZ while under fire. The choppers would then wait until teams to be extracted (players and/or AI) boarded. Once all boarded, choppers would take off and move to next waypoint. It worked every time. 2 Share this post Link to post Share on other sites