matkob 6 Posted June 22, 2013 I am creating a mission where 4 helicopters fly to insert 4 groups of soldiers. I made the helicopters after take off create a group via join/join and lead waypoint but I cannot figure out, how to disband the group when they arrive to the release point. Any ideas how to do that in the editor? Thanks in advance Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 22, 2013 [name_of_helo] join grpnull Share this post Link to post Share on other sites
Messiah 2 Posted June 22, 2013 The BIKI is your bible: https://community.bistudio.com/wiki/join you tell the unit to join grpNull Share this post Link to post Share on other sites
matkob 6 Posted June 22, 2013 I tried that in several ways but no joy. Where do i put it? Share this post Link to post Share on other sites
Messiah 2 Posted June 22, 2013 In the 'on activation' field of a trigger/waypoint that acts as their 'release point' Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 22, 2013 You can put it in your last waypoint "on activation" field. EDIT: ninja fest :) Share this post Link to post Share on other sites
Messiah 2 Posted June 22, 2013 You can put it in your last waypoint "on activation" field. Are you following me? ;) Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 22, 2013 Are you following me? ;) I'm in your shadow lod :cancan: Share this post Link to post Share on other sites
matkob 6 Posted June 22, 2013 (edited) I had it like this but did not work: [prince1] join grpNull; [prince2] join grpNull; [prince3] join grpNull; [prince4] join grpNull; where prince1 was a leader. Then I created new waypoints for prince 1 - 4 but they all stay at the release point. I tried that with synchronization and without. Then I tried to put those in the init field of their respective waypoints, without any successs. Edited June 22, 2013 by matkob Share this post Link to post Share on other sites
Messiah 2 Posted June 22, 2013 Square brackets denote an array, so you can simply write: [prince1, prince2, prince3, prince4] join grpNull What I fear is happening is that once the join the group, their assigned waypoints are 'removed' from existance, except for the group leader. You may have to use the 'domove' command: https://community.bistudio.com/wiki/doMove Place an 'empty' marker down, or a unit, or an object, whatever you want, give it a name (say marker1) and use: prince1 domove (getMarkerPos "Marker1") Write that in the same location as the join grpNull stuff. You'll have to do this for all the choppers. [edit] or you can use the foreach command to make it tidier: {_x domove (getMarkerPos "Market1")} foreach [prince1, prince2, prince3, prince4] Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 22, 2013 I just made a quick test and it works : put myself on the map, put an helicopter flying, group it with me, name it "helo", put a radio trigger with the following on activation : {[_x] join grpnull} foreach crew helo and the helo and his crew leave my group when i trigger the radio (0.0.1). If i put only : {[helo] join grpnull the pilot only leaves my group EDIT : bloody hell, i'm becoming schizophrenic... Share this post Link to post Share on other sites
Messiah 2 Posted June 22, 2013 Good point, Prof - didn't consider that it would only remove the pilot, not the other crew - that may be what the cause of the problem is then :) Share this post Link to post Share on other sites
matkob 6 Posted June 22, 2013 Here is my mission SQM. This command completely disbands all groups including passengers: version=12;class Mission { addOns[]= { "A3_Air_F_Heli_Light_01", "A3_Air_F_Beta_Heli_Transport_01", "a3_map_stratis", "A3_Characters_F_BLUFOR", "a3_characters_f_beta" }; addOnsAuto[]= { "A3_Air_F_Heli_Light_01", "A3_Air_F_Beta_Heli_Transport_01", "A3_Characters_F_BLUFOR", "a3_characters_f_beta", "a3_map_stratis" }; randomSeed=4776157; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; class Groups { items=10; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1688.996,5.5,5565.7734}; azimut=104.576; id=0; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince1"; }; }; class Waypoints { items=10; class Item0 { position[]={1683.8944,5.5,5538.1309}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={1640.6409,5.5,5238.9131}; type="LEADER"; formation="FILE"; speed="LIMITED"; combat="AWARE"; expActiv="prince1 flyinheight 25; prince2 flyinheight 25; prince3 flyinheight 25; prince4 flyinheight 25;"; synchronizations[]={1,2,3}; class Effects { }; timeoutMin=20; timeoutMid=20; timeoutMax=20; showWP="NEVER"; syncId=0; }; class Item2 { position[]={2029.5592,-6.338738,4789.8979}; idStatic=143940; idObject=-1834878396; speed="FULL"; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3263.8455,70.016045,4650.522}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={4051.2195,129.79582,4846.2041}; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={4746.0913,114.15442,4185.332}; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={5466.7725,-12.99921,3522.3967}; idStatic=87255; idObject=-1916447529; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={4399.0308,-25.679657,2267.0303}; idStatic=113628; idObject=-2000401444; class Effects { }; showWP="NEVER"; }; class Item8 { position[]={4268.6147,-0.37413222,2184.9409}; expActiv="{[_x] join grpnull} foreach crew prince1; {[_x] join grpnull} foreach crew prince2; {[_x] join grpnull} foreach crew prince3; {[_x] join grpnull} foreach crew prince4;"; class Effects { }; showWP="NEVER"; }; class Item9 { position[]={3622.1873,61.150711,2299.4629}; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1692.3092,5.5,5580.5278}; azimut=105.03; id=1; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince2"; }; }; class Waypoints { items=4; class Item0 { position[]={1688.5649,5.5,5552.9106}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={1633.3842,5.5,5263.5103}; type="JOIN"; speed="LIMITED"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; syncId=1; }; class Item2 { position[]={4034.9204,-17.487579,2052.9043}; idStatic=101309; idObject=-2013006915; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3402.9065,99.543358,2131.8994}; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1673.1646,5.5,5576.8047}; azimut=108.959; id=2; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince3"; }; }; class Waypoints { items=4; class Item0 { position[]={1668.3145,5.5,5543.7603}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={1630.2961,5.5,5290.2144}; type="JOIN"; speed="LIMITED"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; syncId=2; }; class Item2 { position[]={3811.9595,-14.078502,1865.2433}; idStatic=101531; idObject=-2025603941; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3200.1753,74.596939,1937.4424}; class Effects { }; showWP="NEVER"; }; }; }; class Item3 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1677.5769,5.5,5594.3574}; azimut=104.485; id=3; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; skill=0.60000002; text="Prince4"; }; }; class Waypoints { items=4; class Item0 { position[]={1674.0387,5.5,5559.2222}; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={1627.1346,5.5,5319.7202}; type="JOIN"; speed="LIMITED"; synchronizations[]={0}; class Effects { }; showWP="NEVER"; syncId=3; }; class Item2 { position[]={3576.2598,-20.379282,1643.9674}; idStatic=106663; idObject=-2040301401; class Effects { }; showWP="NEVER"; }; class Item3 { position[]={3003.6499,150.99338,1796.772}; class Effects { }; showWP="NEVER"; }; }; }; class Item4 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1665.1053,5.5,5516.0239}; azimut=104.485; id=4; side="WEST"; vehicle="B_Heli_Transport_01_F"; leader=1; skill=0.60000002; text="Chalk1"; }; }; }; class Item5 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={1657.302,5.5,5486.9995}; azimut=104.485; id=5; side="WEST"; vehicle="B_Heli_Transport_01_F"; leader=1; skill=0.60000002; text="Chalk2"; }; }; }; class Item6 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1683.5739,5.5,5617.3555}; id=6; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1673.7296,5.5,5622.1885}; id=7; side="WEST"; vehicle="B_Soldier_SL_F"; player="PLAYER COMMANDER"; leader=1; rank="CAPTAIN"; skill=0.94030851; init="dragon1 = group this; {_x MoveInCargo prince1} Foreach Units Group this;"; }; class Item2 { position[]={1678.7296,5.5,5617.1885}; id=8; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1680.7296,5.5,5617.1885}; id=9; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1686.1576,5.5,5617.6045}; id=10; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1676.2582,5.5,5617.0537}; id=11; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; }; class Item7 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1706.6447,5.5,5617.4585}; id=12; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1696.8004,5.5,5622.2915}; id=13; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon2 = group this; {_x MoveInCargo prince2} Foreach Units Group this;"; }; class Item2 { position[]={1701.8004,5.5,5617.2915}; id=14; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1703.8004,5.5,5617.2915}; id=15; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1709.2284,5.5,5617.7075}; id=16; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1699.329,5.5,5617.1567}; id=17; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; }; class Item8 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1681.7982,5.5,5612.3887}; id=18; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1671.954,5.5,5617.2217}; id=19; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon3 = group this; {_x MoveInCargo prince3} Foreach Units Group this;"; }; class Item2 { position[]={1676.954,5.5,5612.2217}; id=20; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1678.954,5.5,5612.2217}; id=21; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1684.382,5.5,5612.6377}; id=22; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1674.4825,5.5,5612.0869}; id=23; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; }; class Item9 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={1699.063,5.5,5611.2471}; id=24; side="WEST"; vehicle="B_soldier_M_F"; skill=0.93554336; }; class Item1 { position[]={1689.2188,5.5,5616.0801}; id=25; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; init="dragon4 = group this; {_x MoveInCargo prince4} Foreach Units Group this;"; }; class Item2 { position[]={1694.2188,5.5,5611.0801}; id=26; side="WEST"; vehicle="B_soldier_AR_F"; rank="CORPORAL"; skill=0.96889579; }; class Item3 { position[]={1696.2188,5.5,5611.0801}; id=27; side="WEST"; vehicle="B_Soldier_GL_F"; skill=0.95936674; }; class Item4 { position[]={1701.6467,5.5,5611.4961}; id=28; side="WEST"; vehicle="B_medic_F"; skill=0.94507307; }; class Item5 { position[]={1691.7473,5.5,5610.9453}; id=29; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.95936674; }; }; }; }; }; class Intro { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=1105288; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroWin { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=10712669; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; class OutroLoose { addOns[]= { "a3_map_stratis" }; addOnsAuto[]= { "a3_map_stratis" }; randomSeed=6370717; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=7; day=6; hour=14; minute=15; startFogBase=0.001; forecastFogBase=0.001; startFogDecay=0.0049999999; forecastFogDecay=0.0049999999; }; }; Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 22, 2013 Yes of course, you must wait that your units disembark the helo. Share this post Link to post Share on other sites
matkob 6 Posted June 22, 2013 (edited) The only thing I want that before those helos go into their respective landing zones, they leave the group (only those 4 helos) with passengers on board, then they land, unload their passengers and fly away. If you can, I would appreciate your help guys. ---------- Post added at 20:46 ---------- Previous post was at 19:24 ---------- Square brackets denote an array, so you can simply write: [prince1, prince2, prince3, prince4] join grpNull What I fear is happening is that once the join the group, their assigned waypoints are 'removed' from existance, except for the group leader. You may have to use the 'domove' command: https://community.bistudio.com/wiki/doMove Place an 'empty' marker down, or a unit, or an object, whatever you want, give it a name (say marker1) and use: prince1 domove (getMarkerPos "Marker1") Write that in the same location as the join grpNull stuff. You'll have to do this for all the choppers. [edit] or you can use the foreach command to make it tidier: {_x domove (getMarkerPos "Market1")} foreach [prince1, prince2, prince3, prince4] This did not work for me Edited June 22, 2013 by matkob Share this post Link to post Share on other sites
matkob 6 Posted June 23, 2013 (edited) So, I managed prince 2 - 4 leave the group via trigger grouped with prince 1 near the release point witn on act.: [prince1, prince2, prince3, prince4] join grpNull. But they do not follow rest of their waypoints just stay in place at the release point. Domove does not work. Edited June 23, 2013 by matkob Share this post Link to post Share on other sites