jandrews 116 Posted February 4, 2016 Hey all. I was searching and no luck. I would like to spawn in an mh9 with fia units while flying to patrol. I think I have create vehicle, place units with moveindriver and moveinturret seats. However is it possible to spawn fia units as pilot while heli is flying? I also have bis fnc patrol stuff too. Just need code to have fia piloting as heli in air Not sure if possible Thanks Share this post Link to post Share on other sites
khaosmatical 237 Posted February 4, 2016 In the past I just set both vehicle and unit with the 'Flying' special setting and they are in the air. You then just do the BIS FNC PATROL on a waypoint coming from the FIA pilot. Share this post Link to post Share on other sites
jandrews 116 Posted February 4, 2016 Ok. I found createunitarray. But which special would I use? Can collide? Share this post Link to post Share on other sites
davidoss 552 Posted February 4, 2016 private ["_spawnpos", "_patrol_dest", "_air", "_airgrp"]; _spawnpos = [define, position]; // for example [12312,12314] _patrol_dest = [define, position]; // for example [04312,01231] _air = [_spawnpos, 0, "B_Heli_Light_01_F", INDEPENDENT] call BIS_fnc_spawnVehicle; // _airveh = _air select 0; //you do not need such variable for this example but you can need it for something else. _airgrp = _air select 2; [_patrol_dest, _airgrp] spawn { params ["_patrol_des", "_airgrp", "_waypoint0", "_waypoint1", "_waypoint2", "_waypoint3"]; _waypoint0 = _airgrp addwaypoint [_patrol_des, 600]; _waypoint0 setwaypointtype "MOVE"; _waypoint0 setWaypointSpeed "LIMITED"; _waypoint0 setWaypointBehaviour "CARELESS"; _waypoint1 = _airgrp addwaypoint [_patrol_des, 400]; _waypoint1 setwaypointtype "MOVE"; _waypoint1 setWaypointSpeed "LIMITED"; _waypoint1 setWaypointBehaviour "CARELESS"; _waypoint2 = _airgrp addwaypoint [_patrol_des, 200]; _waypoint2 setwaypointtype "MOVE"; _waypoint2 setWaypointSpeed "LIMITED"; _waypoint2 setWaypointBehaviour "CARELESS"; _waypoint3 = _airgrp addwaypoint [_patrol_des, 50]; _waypoint3 setwaypointtype "CYCLE"; _waypoint3 setWaypointSpeed "LIMITED"; _waypoint3 setWaypointBehaviour "CARELESS"; }; If you maybe want to delete the heli on some point, just change _waypoint3 type to "MOVE", create one more waypoint like in spawn code and add a waypoint statement on it. _waypointX setWaypointStatements ["true", "deleteVehicle (vehicle this); {deleteVehicle _x} foreach thisList;"]; Mission need to have already enemy units for INDEPENDED side, otherwise the vehicle spawns empty. Share this post Link to post Share on other sites