brad7 4 Posted June 21, 2013 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 Share this post Link to post Share on other sites
headswe 17 Posted June 22, 2013 http://community.bistudio.com/wiki/moveInCargo Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 22, 2013 (edited) 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 June 22, 2013 by da12thMonkey Share this post Link to post Share on other sites
brad7 4 Posted June 22, 2013 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 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 22, 2013 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. Share this post Link to post Share on other sites
brad7 4 Posted June 22, 2013 Do you happen to know how to script the ghosthawk doors open? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 22, 2013 (edited) 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 June 22, 2013 by da12thMonkey Share this post Link to post Share on other sites
brad7 4 Posted June 23, 2013 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. Share this post Link to post Share on other sites