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danielisaiah1

Heli taking off to soon in MP, cant unload squads.

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I've created a MP mission where a Huron (heli) is transporting unit "p1" and unit "p2" plus their squads to a drop point and then going back to base. I've got the loading and takeoff nailed using this script on the first move point:

((!alive p1) or (p1 in heli)) and ((!alive p2) or (p2 in heli)) - so that it wont take off until p1 and p2 are IN the heli.

The heli waits for p1 and p2 to get in and then spools up and takes off. All good!

But when the Heli lands at its location (Transport Unload waypoint on invisible Helipad) it lands correctly...but when both p1 and p2 are out of the heli it takes off and doesn't allow the rest of the squad to disembark...and fly's away according to its returning waypoints. What was horrifying/funny was that the squads were still trying to disembark while the chopper was flying off...poor guys were falling out of the sky! .... I think the issue is that the "transport unload" function kicks p1 and p2 out of the heli automatically and "thinks" its completed its unloading task.

Whats unusual though is that when I use only one player (p1) with a squad it works great....the heli lets all troops off before taking off again.

Is there a script or command that the will effectively "hold" the heli until all troops are off? Do scripts behave differently in MP? Do I have to name each unit in the squads and setup the scripts accordingly? I'm at a loss...

Thanks for any replies in advance.

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Sync the transport unload with a "get out" waypoint for each of the respective squads, see if that helps any.

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Here's what I have in my Editing notes:

Create a MOVE waypoint (Speed: LIMITED) for heli with On Act line: heli LAND "GET OUT";{unassignVehicle _x; commandGetOut _x} forEach units insertionTeam;

Create a HOLD waypoint very nearby, synched to a trigger (Type: SWITCH) with Condition: {_x in heli} count units insertionTeam == 0;

in your case insertionTeam = (units group p1) + (units group p2)

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