Mallachar 1 Posted March 15, 2013 Hello Everyone, I have a MH-9 that flys over the ocean at a height of 4 so that the people on it can jump into the ocean. The waypoint is a hold waypoint, so he is suppose to stay there until the trigger makes him move. The problem I have, is that if I get out, and not everyone else does, he will hover for about 20-30 seconds, but then fly over land and hover on land. The next waypoint is in the opposite direction. So on top of having the hold waypoint, I am using the dostop command, the disableai move command, but nothing seems to work. Anyone know why the helicopter decides to move on its own, or how I can just make it stay still until the trigger is activated? I also have him set to careless, captive (so he doesn't get shot at), disableai target and auto target. I have tried spawning it as a normal MH-9, as well as an empty MH-9 with the pilot moved into it. I just cannot seem to get it to not fly off. Share this post Link to post Share on other sites
f2k sel 164 Posted March 15, 2013 I think that disableAi isn't working for choppers, I haven't been able to make one land if there any enemy AI around, It was easy in A2/OA Share this post Link to post Share on other sites
Flax 397 Posted March 15, 2013 You could try using a transport unload waypoint paired with an invisible helipad set to sea level, however I don't know whether the AI pilot would like it. I'll try it in a bit and let you know, if it works I'll upload it. Another more tedious way would be to use the unit capture - unit play method and force eject all the unit except the pilot and co-pilot. Share this post Link to post Share on other sites
Mallachar 1 Posted March 15, 2013 You could try using a transport unload waypoint paired with an invisible helipad set to sea level, however I don't know whether the AI pilot would like it. I'll try it in a bit and let you know, if it works I'll upload it. Another more tedious way would be to use the unit capture - unit play method and force eject all the unit except the pilot and co-pilot. I have tried the force eject, it doesn't work. I unassign everyone and use the eject command, but no go. I tried the landing pad, but there is non that I can see in the editor so far. Share this post Link to post Share on other sites
Flax 397 Posted March 15, 2013 OK I'll be back at my PC in a bit, I'll get it working and uploaded it for you. So just to be clear: Chopper with player and AI divers fly out to sea with AI pilot then eject and swim off. Helicopter disappears into distance? Share this post Link to post Share on other sites
Camaris 3 Posted March 16, 2013 (edited) I've got this working, with a little butchering. Create a group name on your group leaders init: groupname = group this Set the hoverwaypoint to a unload, set the waypoint height to 1 or so and on the waypoint action field try out: helicoptername flyinheight 10; {_x action ["eject", helicoptername]} foreach units groupname; helicoptergroup setcurrentwaypoint [helicoptergroup, 4]; The set waypoint part prevents your helo from getting stuck on unload. All units in your group will be kicked out when you hit the unload point. Waypoint 4 for me comes after this unload action and is a move waypoint, so as soon as all are ejected it moves to that waypoint. I did have to make triggers to prevent fall damage right under the helo, because even at 6 meters I was having deaths. Did this by making a trigger in the hover zone: {_x addeventhandler ["hit", {(_this select 0) setdamage 0;}];} foreach units groupname; And then another 4 triggers right around it with (couldn't seem to make it work with on dea): {_x addeventhandler ["hit", {(_this select 0) setdamage 1;}];} foreach units groupname; So that it triggers damage back on when they walk through it, both of them are set to repeated activation. And here is a Working Example for you... It does have a radio alpha trigger to being the mission. I think that disableAi isn't working for choppers, I haven't been able to make one land if there any enemy AI around, It was easy in A2/OA Try setfleeing to 0. Edited March 16, 2013 by Camaris Share this post Link to post Share on other sites
silentcid 1 Posted March 16, 2013 We have some people in this thread that manage to get the helicopter to hover a few meters above the water to allow others to jump then fly out. http://forums.bistudio.com/showthread.php?149011-Having-Trouble-getting-a-helicopter-to-Transport-Unload Share this post Link to post Share on other sites