Ice_Rhino 3 Posted August 7, 2013 Sorry KDK, I noticed that when I read my post and put the response in at the same time as you I think it is rather than U1 in helo that should be U1 in blu_exthelo_1. Off to change them now ---------- Post added at 21:18 ---------- Previous post was at 21:09 ---------- That was it. It left a soldier behind which is probably just a one off but it took off and flew to target WP. There is one bit which I don't understand which is why she takes so long to land on the pickup but she does land. Finally, I can type this up as working. Share this post Link to post Share on other sites
kdk11 1 Posted August 7, 2013 Congrats mate, look forward to seeing your mission being complete :) Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 7, 2013 Indeed, now to help KDK with his problems ;) Share this post Link to post Share on other sites
kdk11 1 Posted August 7, 2013 See Rhino we all need help from time to time lol Share this post Link to post Share on other sites
Ice_Rhino 3 Posted August 8, 2013 Yeah but the type of questions you want the answer to are like me trying to learn Latin :) Share this post Link to post Share on other sites
Ice_Rhino 3 Posted August 8, 2013 Posted in wrong place. Moved to correct thread Share this post Link to post Share on other sites
schlonz75 1 Posted August 8, 2013 Hi all, sorry if I'm hijacking this thread, but I think it fits in here as well. I've successfully done both insertion and extraction with the method from the mentioned armaholic thread. But there are two little issues left for me: 1. Both the insertion helo as well as the evac helo perform a 180 twist shortly before touching down. Is this related to the direction of the invisible helipad? 2. For the evac: when I am the team leader the helo will leave as soon as my 2 teammates are sitting in the helo. It will not wait for me to get in as well if I'm not quick enough. When I get in first and not ordering my mates to board, the helo won't leave until they are in, too. I hope I have made my problems clear so far ;) I will upload my mission as soon I am at home. And let me say a big thank you for all the helping hands here! Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 8, 2013 It may do. You could try play around with positioning however AFAIK the helicopter tries to land in the best possible spot and so will twist and turn before landing. You could probably insert a sleep 5; if you're using scripts or something. Before that though, try running the mission I uploaded in one of these pages (nr. 4/5?) and see if you get the same result needed there. Share this post Link to post Share on other sites
schlonz75 1 Posted August 8, 2013 [...]Before that though, try running the mission I uploaded in one of these pages (nr. 4/5?) and see if you get the same result needed there. Thanks for your quick reply. Actually I already played your mission and it worked fine so far but admittedly I didn't pay attention for this special issue, I will do that later on. Share this post Link to post Share on other sites
comp_uter15776 1 Posted August 8, 2013 Np :) I did notice that the helo waits for all the units to board, but it may be different with a player actually being the TL for once. Share this post Link to post Share on other sites
schlonz75 1 Posted August 8, 2013 (edited) Well, after rebuilding the whole insertion and extract stuff again, it works almost like a charm, in case I am the SL. :) In some cases, however, it happens that the insertion helo flies away after I have dismounted and my team is still in. When I order them to get off the chopper, it lands again so they can dismount as well. Anyway, the helo still twists and turns prior to landing, but thats obviously a normal behavior for manually added invisible helipads. In your mission it does the same and it also doesn't always land in the same direction. On a helipad that is already placed on the map (like on LZ Connor) it always aligns the same each time. Edit: For anyone who wants to take a look, I uploaded this tiny, tiny mission to dropbox: In and out Nothing fancy here, the exfil trigger fires when the single opfor rifleman is killed. Edited August 8, 2013 by Schlonz75 Added link to mission dl Share this post Link to post Share on other sites
dakaodo 52 Posted April 22, 2016 Hello all, I apologize for reviving an old thread, but this came up as the first BIS forum thread on a Google search for "arma 3 ai helicopter insertion". I hope that others searching for the same will find this answer and benefit from it, b/c it appears that a dozen strongly motivated people in different communities have variously tried and failed to create reliable helo insertions via scripts. But I know there are several successful helo insertion mods (including my favorite, ALiVE's combat support transport) so people are successfully using CARELESS behavior somehow. I've spent 3 days scripting half a dozen different variations on waypoints, AI behavior setting and disabling, land "LAND" commands, leaveVehicle, doStop, per suggestions from the ever knowledgeable Kylania, f2ksel, Grumpy Old Man, and others. I'm clearly screwing up some little details that keep breaking my mission. As of Arma 3 v. 1.58, the only solution that worked first time out of the box was big wilks' 2013 script Helicopter Air Assault Troops Anywhere: http://www.armaholic.com/page.php?id=23891 (I later added: deleteVehicle vehicle this; just before {deleteVehicle _x} foreach units group this; in the script for the empty helo so it wouldn't crash, the way big wilks left it in. Also, he swapped the order of his infantry waypoints, so references to _marker3 should be _marker4 and vice versa, or move the setWaypoint lines to the _marker4 section.) My problem was similar to something I recently saw in a thread on someone's mission, also involving helo insertions. For those who find this thread, be sure to check that your helo's behavior has not changed from careless. However, I did this, and my helo transports would still do this bizarre dance as they waffled back and forth between their designated invisible landing pad + TRANSPORT UNLOAD waypoint and their cargo infantry's GET OUT waypoint. The exact same thing would work in a blank Virtual Reality space, but failed in my scenario (Hindu Kush map, abandoned airport location, with 3 existing heli pads <500 m away from my added invisible landing pad). My goal was to send in 2 CUP Hueys, each with 1 fire team. The helos were separate groups, synced to head toward the destination 5 seconds apart, with an extra waypoint each 300 m on the way to the destination landing pad. The second helo was synced at this way point to the first helo's completion of the transport unload, so that they take turns dropping off the fire teams and not collide midair (as they did repeatedly w/o traffic control sync). The fire teams were set to move to a WP, join, then the combined squad would take a SAD WP on a BLUFOR outpost. The helos returned to their starting point, where vehicle and crew were deleteVehicle'd. It appears that Big Wilks' script assigns and moves the fire team in cargo, but only gives the fire team a default MOVE waypoint and a SAD waypoint. No GET OUT waypoint at all. No waypoints synced to the helo's waypoints. The spawned helo is set to CARELESS, BLUE (never fire?), and LIMITED movement (something I had not tried; my helos were always on normal movement). He uses: this land "land"; I don't understand why his version works without a GET OUT waypoint synced, since other threads and the wiki all point to that as the correct way. But this script works like a charm. Hope this breakdown helps someone out there. Share this post Link to post Share on other sites
Maverick47ZA 0 Posted July 19, 2016 Apologies for the revived post myself, I'm very new to this and have been searching far and wide for a solution. Helo insertion, one assault team which consists of 5 AI and the player Helo needs to land and everybody get out. All AI are grouped to the player. Using transport unload, the helo lands and ejects the player, but the AI just sit there. Tried disembark order, doesn't work Clearly I'm missing something somewhere,can anyone please help. Share this post Link to post Share on other sites
dragon01 902 Posted July 20, 2016 Are you the group leader? If so, you have to manually order your AIs to disembark ("GET OUT" is the waypoint for a vehicle that causes the crew to get out). If you're not, the group leader will order them to do so automatically. There's probably a way of automating this, but IMO, this is good for immersion. You're the leader, so it's up to you to give orders to your men. Share this post Link to post Share on other sites
Maverick47ZA 0 Posted July 20, 2016 Are you the group leader? If so, you have to manually order your AIs to disembark ("GET OUT" is the waypoint for a vehicle that causes the crew to get out). If you're not, the group leader will order them to do so automatically. There's probably a way of automating this, but IMO, this is good for immersion. You're the leader, so it's up to you to give orders to your men. I am the leader yes. I created a squad, made the teamleader the player. When we land and I get ejected automatically, I issue the "disembark" order, but they ain't listening to me Share this post Link to post Share on other sites