fusion13 11 Posted December 12, 2013 (edited) Ok so my code is as follows _spawn = "B_Heli_Transport_01_F"; _posplr = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0]; _dirplr = getDir player; _spwnveh = _spawn createVehicle (_posplr); _spwnveh setVariable ["Sarge",1,true]; Nevermind I got it, it was the setVarible, But anyway how can I make it occupied by AI? Edited December 12, 2013 by Fusion13 Share this post Link to post Share on other sites
tryteyker 28 Posted December 12, 2013 I suggest you to use BIS_fnc_spawnVehicle. It spawns the entire crew plus turrets and requires only one line of code. Share this post Link to post Share on other sites
fusion13 11 Posted December 12, 2013 (edited) I suggest you to use BIS_fnc_spawnVehicle. It spawns the entire crew plus turrets and requires only one line of code. Sweet thanks Actually how would I name the vehicle I tried to use the method I had used recently but I dont think it will work Edited December 12, 2013 by Fusion13 Share this post Link to post Share on other sites
iceman77 19 Posted December 12, 2013 (edited) _veh = [getPos mySpawnPos, 180, "BMP3", EAST] call bis_fnc_spawnvehicle; (_veh select 0) setVehicleVarName "theName"; ---------- Post added at 14:29 ---------- Previous post was at 14:29 ---------- The function returns an array - 0: created vehicle (Object), 1: all crew (Array of Objects), 2: vehicle's group (Group) Edited December 12, 2013 by Iceman77 Share this post Link to post Share on other sites
fusion13 11 Posted December 12, 2013 _veh = [getPos mySpawnPos, 180, "BMP3", EAST] call bis_fnc_spawnvehicle; (_veh select 0) setVehicleVarName "theName"; ---------- Post added at 14:29 ---------- Previous post was at 14:29 ---------- The function returns an array - 0: created vehicle (Object), 1: all crew (Array of Objects), 2: vehicle's group (Group) Hey I have this _posplr = [((getPos player) select 0) + 100, ((getPos player) select 1) + 100, 0]; _posplr2 = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0]; _veh = [_posplr, 180, "B_Heli_Transport_01_F", WEST] call bis_fnc_spawnvehicle; (_veh select 0) setVehicleVarName "helievac"; helievac moveTo _posplr2; hint format ["swag","PLAIN"]; Ignore the hint it's a testing thing But anyway that wont work for some reason it will just sit there and hover Share this post Link to post Share on other sites
iceman77 19 Posted December 13, 2013 (edited) _veh = [getPos player, 180, "B_Heli_Transport_01_F", WEST] call bis_fnc_spawnvehicle; (_veh select 0) setVehicleVarName "helo1"; call compile format ["%1=_veh select 0","helo1"]; sleep 1; if (alive helo1) then {helo1 doMove getPos pad1;}; ---------- Post added at 15:06 ---------- Previous post was at 14:59 ---------- _veh = [getPos player, 180, "B_Heli_Transport_01_F", WEST] call bis_fnc_spawnvehicle; _veh call compile format ["%1=_this select 0","helo1"]; sleep 1; if (alive helo1) then {helo1 doMove getPos pad1;}; This also works. :p Edited December 13, 2013 by Iceman77 Share this post Link to post Share on other sites
fusion13 11 Posted December 13, 2013 Thanks it worked, Besides it won't land next to the player, do I have to make a invisible helipad spawn at _posplr2? Share this post Link to post Share on other sites
iceman77 19 Posted December 13, 2013 You can use the Land command + a waypoint for the helo to land. You may need some other commands too, to get the helo to behave how you want upon landing. Share this post Link to post Share on other sites
f2k sel 164 Posted December 13, 2013 Are they still landing for you, My choppers are just hovering now unless I have them land at the control tower. http://feedback.arma3.com/view.php?id=16539 Share this post Link to post Share on other sites
iceman77 19 Posted December 13, 2013 I'm not sure. I don't use the "move" waypoint with the land command because it didn't work when I tried it last (some time ago). I'm always using getOut, unload or TRUnload for my needs, combined with Land. I've no problems with them landing so far. They do like to land though at the nearest H pad. I hope lol.. tbh I haven't checked any landing scripts since the latest patch. Share this post Link to post Share on other sites
fusion13 11 Posted December 13, 2013 Are they still landing for you, My choppers are just hovering now unless I have them land at the control tower.http://feedback.arma3.com/view.php?id=16539 Nope they just land at the tower.. I gave up on it, I'll just make something else Share this post Link to post Share on other sites
iceman77 19 Posted December 13, 2013 (edited) Hmm. You've tried creating a waypoint onto an empty Hpad (or any heli pad) and using the land command? ---------- Post added at 16:49 ---------- Previous post was at 16:41 ---------- Try something like this. _helo = [getPosATL player, 180, "B_Heli_Transport_01_F", WEST] call bis_fnc_spawnvehicle; _hPad = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "lz", [], 0, "CAN_COLLIDE"]; _heloCrew = createGroup west; {[_x] joinSilent _heloCrew;} forEach crew (_helo select 0); _heloWp = _heloCrew addWaypoint [_hPad, 0]; _heloWp setWaypointType "TR UNLOAD"; //_heloWp setWaypointType "GETOUT"; //_heloWp setWaypointType "UNLOAD"; _heloWp setWaypointBehaviour "CARELESS"; _heloWp setWaypointCombatMode "BLUE"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "(vehicle this) LAND 'LAND';"]; waitUntil {isTouchingGround (_helo select 0)}; //doStuff ---------- Post added at 17:03 ---------- Previous post was at 16:49 ---------- K, just tested and he lands on the created pad. You can also use doStop command once he's touching the ground etc. maybe even lock the vehicle and play with the fule too. Idk, just some ideas. Not sure exactly what you're trying to do. Edited December 13, 2013 by Iceman77 Share this post Link to post Share on other sites
fusion13 11 Posted December 13, 2013 Hmm. You've tried creating a waypoint onto an empty Hpad (or any heli pad) and using the land command?---------- Post added at 16:49 ---------- Previous post was at 16:41 ---------- Try something like this. _helo = [getPosATL player, 180, "B_Heli_Transport_01_F", WEST] call bis_fnc_spawnvehicle; _hPad = createVehicle ["Land_HelipadEmpty_F", getMarkerPos "lz", [], 0, "CAN_COLLIDE"]; _heloCrew = createGroup west; {[_x] joinSilent _heloCrew;} forEach crew (_helo select 0); _heloWp = _heloCrew addWaypoint [_hPad, 0]; _heloWp setWaypointType "TR UNLOAD"; //_heloWp setWaypointType "GETOUT"; //_heloWp setWaypointType "UNLOAD"; _heloWp setWaypointBehaviour "CARELESS"; _heloWp setWaypointCombatMode "BLUE"; _heloWp setWaypointSpeed "FULL"; _heloWp setWaypointStatements ["true", "(vehicle this) LAND 'LAND';"]; waitUntil {isTouchingGround (_helo select 0)}; //doStuff I'll try this tomorrow I am off for the night, Thanks for the help man! Share this post Link to post Share on other sites
f2k sel 164 Posted December 13, 2013 Looks like for some reason the mission I had was corrupted, no matter what I do they don't land but if I load another they work perfectly. Not even a flying chopper with a getout waypoint would land. I didn't even know it was possible to corrupt things. Share this post Link to post Share on other sites
iceman77 19 Posted December 13, 2013 Sounds about right. But who would ever think that their mission is corrupted? That would drive me crazy trying to figure the problem out. LOL Share this post Link to post Share on other sites
f2k sel 164 Posted December 13, 2013 Well the mission is posted on the feedback tracker if you want to check it, I can't see anything wrong in mission.sqf Share this post Link to post Share on other sites