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jandrews

Spawn mh9 flying with fia

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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

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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.

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Ok. I found createunitarray. But which special would I use? Can collide?

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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.

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