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brad7

Ghosthawk seat names? :S

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Im making a mission using the beta content and with an empty ghosthawk i am trying to add men using their init to the helicopter. I have got a pilot and gunner with [MoveinDriver hel1][MoveinGunner hel1] but i cant figure what to write for the copilot seat and the second gunner seat...

BTW = I have tried MoveinCommander hel1; MoveinTurret hel1

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The Moveinturret command requires a number array to create a path to specific turrets on a vehicle as well as the name of the vehicle. See the description section on the moveInTurret biki page for how the turret paths are defined.

So far as the Ghosthawk goes though, the turrets are as follows:

Copilot seat:

this moveinturret [hel1,[0]]

Left door-gun:

this moveInTurret [hel1, [1]]

or

this moveingunner hel1

Right door-gun:

this moveInTurret [hel1, [2]]

Edited by da12thMonkey

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Thanks for that!

---------- Post added at 13:31 ---------- Previous post was at 12:54 ----------

The left door gun and right door gun are the same code 1 ai ends up still outside the heli

---------- Post added at 13:37 ---------- Previous post was at 13:31 ----------

S'ussed it, just keep the same code for both but replace one of them with a 2 instead of a 1

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Oh aye sorry, the right door code was meant to be a 2: Forgot to amend the turret number after copy & pasting.

Have edited the sample in my previous post now.

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Do you happen to know how to script the ghosthawk doors open?

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You use the animateDoor command I think

According to the helicopter's config, the Ghosthawk's door names are door_R and door_L. Phase 1 is open, Phase 0 is closed.

So to open the right door you would use something like:

hel1 animateDoor ['door_R', 1]

Edited by da12thMonkey

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Cool that works thanks - just one more thing; i remember seeing a while ago for arma 2 there was a way you could script it so that whatever you do is recorded so that the ai will for example land a helicopter exactly the way you did it? Do you know how to do this or if it even works for arma 3.

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