Hotsea 0 Posted November 2, 2016 I need some info, about how to make ai normal soldiers (not divers) jump from helicopter flying 3m above sea level. I make the chooper fly 3m above sea, but AI soldiers DON´T jump (eject / leave or get out). I was creating a mission, and i need these soldiers jump from chooper, above sea, swim to a boat placed near the waypoint of they jump. Get the boat, and go to the beach. Tryed a lot of scripts but no ones work :( Any ideas?Thank You. Share this post Link to post Share on other sites
Mynock 243 Posted November 2, 2016 myUnitName action ["Eject", myHelicopterName];worked for me in a mission I made with helocasting. I ran it from a trigger. Share this post Link to post Share on other sites
Hotsea 0 Posted November 2, 2016 Almost there!The units really get out of chooper, but the chooper still hovering over waypoint and not go away. And, i want the heli follow to the next waypoint. Trying to find how to fix, i read about "eject" term, and that make the vehicle wait for units to get in. Probably it´s that the problem now. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 2, 2016 put invisible helipad some meters above see (10 maybe?) and let heli to do unload (Cargo I suppose). After unload done it supposed to keep moving Share this post Link to post Share on other sites
Mynock 243 Posted November 3, 2016 put invisible helipad some meters above see (10 maybe?) and let heli to do unload (Cargo I suppose). After unload done it supposed to keep moving Yep, this is exactly the solution I did. Placed an invisible helipad for the helicopter to "land" on a few meters above the sea level, and used the trigger to eject the units with a 50m radius around that waypoint. Once everyone has been ejected, the helicopter completes the Transport Unload waypoint and moves on. An alternative solution would be to script or use a trigger to check when the cargo of the helicopter is empty and then give the helicopter a scripted move waypoint to a marker or location away from the insertion zone. Share this post Link to post Share on other sites
Devastator_cm 434 Posted November 3, 2016 you should not need a trigger to eject. Unload waypoint should unload passangers already.. Share this post Link to post Share on other sites