scottb613 283 Posted September 20, 2016 Hi Folks, One more question and I'll slink off to work this on my own for a while... In the editor - when you do an air assault - and you're dropping troops at an LZ - you have to sync the "transport unload" and the "get out" waypoints for the transport helicopter and the troops so they unload properly... I'm now trying to generate everything dynamically via scripts including all waypoints - do I have to code this sync (if so how ?) - or is it not necessary ? Thanks... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
davidoss 552 Posted September 20, 2016 Here is how i do that mostly: private _hspawnPos = BIS_fnc_findSafePos; //use this function with correct syntax to get heli spawn pos private _insertionPos = BIS_fnc_findSafePos; //use this function with correct syntax to get insertion pos private _reinf_grp = BIS_fnc_spawnGroup; //use this function with correct syntax to spawn group which will be inserted private _vehicle = BIS_fnc_spawnVehicle; //use this function with correct syntax to spawn heli vehicle with crew private _heli = _vehicle select 0; //heli vehicle private _heliGroup = _vehicle select 2; //heli crew group //move units of insertion group into heli { _x assignAsCargo _heli; _x moveInCargo _heli; } foreach (units _reinf_grp); //add wp0 to heli crew group private _wp = _heliGroup addWaypoint [_insertionPos, 0]; _wp setWaypointType "MOVE"; _wp setWaypointBehaviour "CARELESS"; _wp setWaypointCombatMode "GREEN"; _wp setWaypointSpeed "FULL"; _wp setWaypointFormation "COLUMN"; _wp setWaypointStatements ["true", "(vehicle this) land 'LAND'"]; //spawn invisible helipad at insertion pos to prevent heli pilot landing free chose private _heliPad = "Land_HelipadEmpty_F" createVehicle _insertionPos; //wait until heli land waitUntil {sleep 5; ((getPos _heli) select 2) < 2}; if (alive _heli) then { //insertion group lives heli _reinf_grp leaveVehicle _heli; //wait until no insertion units in heli waitUntil {sleep 5; ({_x in _heli} count (units _reinf_grp)) isEqualTo 0}; //add return waypoint 1 to heli crew group, after reached vehicle and crew gets removed private _wp1 = _heliGroup addWaypoint [_hspawnPos, 1]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointCombatMode "GREEN"; _wp1 setWaypointSpeed "FULL"; _wp1 setWaypointFormation "COLUMN"; _wp1 setWaypointStatements ["true", "deleteVehicle (vehicle this); {deleteVehicle _x} forEach thislist"]; }; deleteVehicle _helipad; //add waypoints or task for _reinf_grp 1 Share this post Link to post Share on other sites
scottb613 283 Posted September 21, 2016 HI D... Thanks for the response - let me play with this and see if it works for me - much appreciated... Regards, Scott Sent from my iPad using Tapatalk Share this post Link to post Share on other sites
Tajin 349 Posted September 21, 2016 regarding your initial question: https://community.bistudio.com/wiki/synchronizeWaypoint That command is easily found by looking at this list: https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 Save that url! Share this post Link to post Share on other sites
barbolani 198 Posted September 21, 2016 Oh! And if you are doing that in Tanoa, my advice is: forget about BIS_fnc_findSafePos.... And yes, what Tajin says, instead of creating waypoints for the heli + waituntil + once the heli landed create waypoints for the infantry, you can create waypoints for both and synchronise them. No need of waituntil. Share this post Link to post Share on other sites