ToM666 1 Posted August 5, 2013 I've been messing about with this for about an hour now and still scratching my head yet it seems so simple on the face of it. I am working on the opening scene of my mission and I want an attack chopper to be hovering over the spawn for about 2 minutes then just fly away and delete itself. I've been using dismiss, hold and move with timeouts but nothing works. The chopper either just flies off or stays there forever depending on what settings I used. The chopper is spawned flying when the mission loads. What do I need to do to make this work? Thanks ToM Share this post Link to post Share on other sites
mikie boy 18 Posted August 5, 2013 something simple like this should work if you are scripting it driver _vehicle domove getmarkerpos "spawnlocation"; waituntil {((_vehicle) distance (getmarkerpos "spawnlocation") < 150);}; sleep 180; driver _vehicle domove getmarkerpos "exitlocation"; Share this post Link to post Share on other sites
ToM666 1 Posted August 5, 2013 something simple like this should work if you are scripting it driver _vehicle domove getmarkerpos "spawnlocation"; waituntil {((_vehicle) distance (getmarkerpos "spawnlocation") < 150);}; sleep 180; driver _vehicle domove getmarkerpos "exitlocation"; Okay...I'm still new to scripting but let's see if I've got this right. I put this in the init.sqf "driver _B_Heli_Attack_01_F domove getmarkerpos "spawnlocation"; waituntil {((B_Heli_Attack_01_F) distance (getmarkerpos "spawnlocation") < 150);}; sleep 180; driver _B_Heli_Attack_01_F domove getmarkerpos "exitlocation"; Then I create a marker called "spawn location" and place it in the start position. Then I create a marker called "exit location" and place that where I want the chopper to disappear. Not sure what the 150 means, is that the height? I imagine the 180 is the length of time the chopper hovers for before moving off? Am I close? Share this post Link to post Share on other sites
ToM666 1 Posted August 6, 2013 Nope Tried to understand / make this work. Need info mate. Thanks for tyring though. Regards ToM Share this post Link to post Share on other sites
kylania 568 Posted August 6, 2013 (edited) Way too complicated there. Place your helo. Special = Flying. Place a HOLD waypoint directly in front of the helicopter. Place a MOVE waypoint where you want it to disappear. Place a TRIGGER with Timeout of Min/Mid/Max of 120 TYPE = Switch Condition = time > 1 Synch the Trigger and Hold waypoints. Put this as the OnAct of your Move waypoint: {deleteVehicle _x} forEach crew (vehicle this) + [(vehicle this)]; Preview and enjoy. Edited August 6, 2013 by kylania Share this post Link to post Share on other sites
Blitzer134 1 Posted August 6, 2013 sorry had multible tabs open posted wrong area:j: Share this post Link to post Share on other sites
ToM666 1 Posted August 6, 2013 Way too complicated there.Place your helo. Special = Flying. Place a HOLD waypoint directly in front of the helicopter. Place a MOVE waypoint where you want it to disappear. Place a TRIGGER with Timeout of Min/Mid/Max of 120 TYPE = Switch Condition = time > 1 Synch the Trigger and Hold waypoints. Put this as the OnAct of your Move waypoint: {deleteVehicle _x} forEach crew (vehicle this) + [(vehicle this)]; Preview and enjoy. I Love you :cool: Share this post Link to post Share on other sites