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Make a helicopter crash on a marker/make marker

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Working on my mission, where i want a blufor friendly helicopter to get shootdown by opfor (think this is harder so maybe skip this) or if just maybe get a rotor error or enginehit, and then crash on a specific marker or make a marker where it crashed. Would be nice to learn both ways hehe

The mission is setup like that i want to run on a road, suddenly, a friendly helicopter flies over you and you can see it have some error/burning and then crash some hundred meters/specific point away from the player. Then i want to go there and loot for weapons and such.

But in order to loot the area where it crashed, i think i need s specific point so i can put some ammoboxes where it crashes.

So in short

Help me with how i can get a chopper to fly over me and crash on a specific point where i will go and loot for some weapons. (Some nice effects like burning and cool crash is just a plus if i can get provided with hehe)

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-Set a trigger then on act = heliname setdamage 0-1

-Give the heli a waypoint so it fly's through the trigger

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The problem is that it never lands at the same position everytime with that (making it hard to know where to set the ammoboxes ^^). Then having setdamage 1 does not look so realisticly with it blowing up directly in the air. Wants a crash.

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There are a few posts around the place about making a heli crash which I have done in another mission. The basic process idea is to do the following on a trigger that the heli flies through:

_heli setHit ["mala vrtule", 1]; // destroy the tail rotor to cause a crash
driver _heli action ["engineOff", _heli];  // get the AI to turn the engine off
_heli setFuel 0; // remove all fuel to make sure

You can then wait until the heli crashes -

waitUntil { (getPosATL _heli select 2) <= 0.5 };

And finally spawn or move your ammo box near the wreckage:

_ammobox allowDamage false; // don't get blown up by the heli, not sure if this necessary to be honest
_ammoPos = [((getPos _heli) select 0) + some_distance_away, ((getPos _heli) select 1) + some_distance_away, 0];
_ammobox setPosATL _ammoPos;

Use "some_distance_away" set to 9 or 10 so your ammobox doesn't spawn in/under the heli... with some tweaking I've had some good success with this. Getting the AI to shoot the thing with an RPG was a bit harder :)

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