infiltrator_2k 28 Posted February 1, 2014 Sorry I drift in and out of this forum but time really is a luxury with my job and young family :/ But basically I'd just like to add some realism and eye candy by adding the animateDoor command to this script by having the chopper's doors open when the AI are about to unload and close when the chopper's unloaded and about to take-off. Having the AI just dismount through a solid door sucks and looks glitchy. _crew1 = []; _airframe1 = []; _mygroup = []; if (isServer) then { _crew1 = creategroup EAST; _airframe1 = [getMarkerPos "marker1", 180, "O_Heli_Light_02_F", _crew1] call BIS_fnc_spawnVehicle; _wp2 = _crew1 addWaypoint [(getmarkerpos "marker2"), 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp3 = _crew1 addWaypoint [(getmarkerpos "marker3"), 0]; _wp3 setWaypointType "TR UNLOAD"; _wp3 setWaypointSpeed "LIMITED"; _wp4 = _crew1 addWaypoint [(getmarkerpos "marker4"), 0]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "LIMITED"; _wp4 setwaypointstatements ["this land 'land'"]; _wp5 = _crew1 addWaypoint [(getmarkerpos "marker5"), 0]; _wp5 setWaypointType "MOVE"; _wp5 setWaypointSpeed "LIMITED"; _wp5 setWaypointStatements["true", "{deleteVehicle _x} forEach crew (vehicle this) + [(vehicle this)]; deleteVehicle (vehicle this)"]; _mygroup = [getmarkerpos "marker1", EAST, ["O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _wp4a = _mygroup addWaypoint [getmarkerpos "marker4a", 0]; sleep .5; _mygroup = _mygroup; { _x assignAsCargo (_airframe1 select 0); _x moveIncargo (_airframe1 select 0);} foreach units _mygroup; }; waitUntil { (currentWaypoint (_wp5 select 0)) > (_wp5 select 1) }; Share this post Link to post Share on other sites
Grumpy Old Man 3418 Posted February 1, 2014 This is doable with a simple trigger set to repeatedly. in the condition field put: speed yourchoppername < 45 && (getPosATL yourchoppername) select 2 < 8 in the on act put: yourchoppername animateDoor ["door_back_R",1] in the deact put: yourchoppername animateDoor ["door_back_R",0] the animation name for the chopper could vary, this one is for the mohawk Share this post Link to post Share on other sites
infiltrator_2k 28 Posted March 23, 2014 This is doable with a simple trigger set to repeatedly.in the condition field put: speed yourchoppername < 45 && (getPosATL yourchoppername) select 2 < 8 in the on act put: yourchoppername animateDoor ["door_back_R",1] in the deact put: yourchoppername animateDoor ["door_back_R",0] the animation name for the chopper could vary, this one is for the mohawk Just an update on that, the door animation doesn't work on the PO-30. I have no idea why BIS haven't fixed this. Share this post Link to post Share on other sites
Grumpy Old Man 3418 Posted March 23, 2014 Oh well, I didn't look at your script, for the orca the name is "dvere1_posunZ", it apparently only works with the animate command, not with the animateDoors. And it only works on the left door, no idea if the other door can even be animated. I really wish BI would get their naming conventions unified for once. Cheers Share this post Link to post Share on other sites
kremator 993 Posted March 23, 2014 A mod version that did this for all choppers would be great. Agree that naming conventions are screwy, and probably dependent on the programmer rather than a set pattern. Share this post Link to post Share on other sites