mindstorm 8 Posted November 15, 2014 I have a helicopter set up on mission start. After everyone is loaded it should start moving toward a waypoint. So I created a waypoint: Condition: {alive _x && _x in heliExtract1} count [scientist1, Scientist2, Scientist3, Scientist4, Scientist5, Scientist6, Scientist7, Scientist8, Scientist9, Scientist10, Scientist11, Scientist12, Scientist13, Scientist14, Medic1, Medic2] == {alive _x} count [scientist1, Scientist2, Scientist3, Scientist4, Scientist5, Scientist6, Scientist7, Scientist8, Scientist9, Scientist10, Scientist11, Scientist12, Scientist13, Scientist14, Medic1, Medic2]; At mission start however the chopper starts up and flies away. Even if non of the people entered it. In the debug window the condition actually says "false" so its not the condition syntax. I also tried to insert a waypoin "load" before this waypoint, but then the chopper flies up and lands again to commence loading which is not wat I want. Anny suggestions? Share this post Link to post Share on other sites
dr_strangepete 6 Posted November 15, 2014 (edited) I guess i forgot how conditions work - they allow or prevent the completion of the current activated waypoint. so if you have a single waypoint elsewhere with a condition, the heli will still fly there first, -then- wait until the condition. What you can do (worked for me in a test mission), set a first MOVE waypoint directly ontop of your heli with your ^^condition, then have your second MOVE-destination waypoint after. The heli won't start up until the first waypoint's condition is true Reference: https://community.bistudio.com/wiki/Waypoints Didn't see F2kSel's reply - what he said :) Edited November 15, 2014 by dr_strangepete Share this post Link to post Share on other sites
f2k sel 164 Posted November 15, 2014 It sounds as if the locked waypoint is too far away and the chopper is flying too it. It will only check the condition when it reaches the waypoint if that makes sense. Share this post Link to post Share on other sites
mindstorm 8 Posted November 15, 2014 http://puu.sh/cRTzM/8857844ed4.png (112 kB) Tried placing is closer by the chopper. But even with this is doesn't work. ---------- Post added at 18:43 ---------- Previous post was at 18:34 ---------- I guess i forgot how conditions work - they allow or prevent the completion of the current activated waypoint. so if you have a single waypoint elsewhere with a condition, the heli will still fly there first, -then- wait until the condition.What you can do (worked for me in a test mission), set a first MOVE waypoint directly ontop of your heli with your ^^condition, then have your second MOVE-destination waypoint after. The heli won't start up until the first waypoint's condition is true Reference: https://community.bistudio.com/wiki/Waypoints Didn't see F2kSel's reply - what he said :) I did what you said but even when putting in on top of the chopper it still leaves and continues with the next waypoint. Could you maybe upload the test version so I can check what I am doing differently. Share this post Link to post Share on other sites
jshock 513 Posted November 15, 2014 If all the units your checking are grouped, all you would need to do is sync a "load" waypoint (chopper) and a "get in" waypoint (group) so the chopper will wait until the group has loaded in to move on to the next waypoint. And for them to get out you would sync again a "transport unload" and a "get out" waypoint for the respective vehicle/group. Then you won't need that condition in the waypoint. Share this post Link to post Share on other sites
mindstorm 8 Posted November 15, 2014 (edited) If all the units your checking are grouped, all you would need to do is sync a "load" waypoint (chopper) and a "get in" waypoint (group) so the chopper will wait until the group has loaded in to move on to the next waypoint. And for them to get out you would sync again a "transport unload" and a "get out" waypoint for the respective vehicle/group.Then you won't need that condition in the waypoint. I also tried to insert a waypoin "load" before this waypoint, but then the chopper flies up and lands again to commence loading which is not wat I want. The spot is probably to small so it takes of and lands 50 meters away to commence loading. Edited November 15, 2014 by mindstorm Share this post Link to post Share on other sites
jshock 513 Posted November 15, 2014 Trying putting down an invisible helipad on the exact spot where you want it to land. Share this post Link to post Share on other sites
f2k sel 164 Posted November 15, 2014 The waypoint distance only seems to matter when using a get in waypoint for the units, from your pics it doesn't look as if your using them so it's hard to say why it's not working. Simple example http://www.file-upload.net/download-9851328/heli.Stratis.7z.html Share this post Link to post Share on other sites
mindstorm 8 Posted November 17, 2014 After a while I just let a trigger make the waypoints: WP1_W = (group heliExtract1) addWaypoint [position WP1, 0]; WP1_W setWaypointBehaviour "CARELESS"; WP1_W setWaypointSpeed "FULL"; WP1_W setWaypointCombatMode "BLUE"; WP2_W = (group heliExtract1) addWaypoint [position WP2, 1]; WP2_W setWaypointBehaviour "CARELESS"; WP2_W setWaypointSpeed "FULL"; WP2_W setWaypointCombatMode "BLUE"; Not idael but it worked, untill I let AI entere te vehicle. I have 2 groups. As soon as an AI commanded group enters the vehicle it lifts of eventho the trigger is not triggered. Apparently the AI is giving orders to the helicopter? Anyone know how to disable this? Share this post Link to post Share on other sites