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Tales_From_Topographic_Oceans

Help! those damn choppers

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I am making a nice SP mission with the new NAM pack. WARNING: this post contains profanity

I am having a hell of a time with helos and choppers. They do not follow waypoints, and they do not do as they are told.

I can put a waypoint on a spot on the map for the chopper to land, and it will land 800 meters away in a different spot. Yes, yes, I am using the UNLOAD TRANSPORT waypoint (with cargo assigned) plus I am putting the "land" LAND command in there too. It will land but not where I tell it.

I always check topography to make sure the land is level but that does not work either. The chopper lands wherever it damn well pleases.

Another problem, I have put 2 waypoints near each other. Instead of going to that waypoint close by, it flies way past that waypoin 700 meters away.

This is a real pain in the arse when precision landing is important.

QUESTION: is there a randomability built into the game that causes this? I have 2 helos flying parallel with waypoints spaced apart, yet they collide in mid air!!

I have set allowflee to 0 thinking that the chopper was felleing but that does not work either.

HOW THE HELL TO YOU CONTROL THESE MIND OF THEIR OWN &*#@$ CHOPPERS?

THANKS smile.gif

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Ever tried to place an invisible H at the landing spot ?

second question could be a result of enemy presence or speed set to high.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">QUESTION: is there a randomability built into the game that causes this? I have 2 helos flying parallel with waypoints spaced apart, yet they collide in mid air!!<span id='postcolor'>

Better group them or make sure they fly their waypoints in different hight.

So Helo1: this flyinheight 15 in the init or onactivation of waypoint

and helo2: this flyinheight 20 in the init or onactivation of waypoint

This should do the trick.

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Go into the empty -> objects menu and you will see it there (it is an object which choppers will want to land on)

RED

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Helos have a tendancy to get past their stop WP when they go fast. Just before the land WP, make sure it's speed is set to "limited".

That's probably your pb with the 2 WP near from eachother. So :

1) make sure speed is limited

2) make the radius of the WPs 1m

If the chopper continues to fly past the 2nd WP, try, in the activation field of the 1st WP, to force the chopper to auto-hover (it slows them a bit wink.gif ) with the action command.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) make the radius of the WPs 1m<span id='postcolor'>

what does this mean? You can't adjust the waypoint radius, can you? You can set a trigger radius.

Maybe I missed this.

I have the chopper speed at full so speed may be a problem.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Dec. 03 2002,13:48)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) make the radius of the WPs 1m<span id='postcolor'>

what does this mean? You can't adjust the waypoint radius, can you? You can set a trigger radius.

Maybe I missed this.

I have the chopper speed at full so speed may be a problem.<span id='postcolor'>

Yes it can be set on WP's - the default is 0, just leave it at that.

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Yes, while trying to replicate the We Where Soldiers mission I found out that:

1- the takeoff must be done limited to get all choppers in the air at once,

2- proceed with a normal speed to near the LZ

3- go back to limited for the leader chopper.

4- land at an H (editorupgrade102)

5- unload the guys (unload transport)

6- chopper leaves to next waypoint.

Ideal would be that one of them seeks and destroy for a while when the unloading is done, otherwise its getting hard.

Maybe an empty chopper what does that.

Johan

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Johan_D @ Dec. 03 2002,16:29)</td></tr><tr><td id="QUOTE">Yes, while trying to replicate the We Where Soldiers mission I found out that:

1- the takeoff must be done limited to get all choppers in the air at once,

2- proceed with a normal speed to near the LZ

3- go back to limited for the leader chopper.

4- land at an H (editorupgrade102)

5- unload the guys (unload transport)

6- chopper leaves to next waypoint.

Ideal would be that one of them seeks and destroy for a while when the unloading is done, otherwise its getting hard.

Maybe an empty chopper what does that.

Johan<span id='postcolor'>

Just be sure to put the S&D at a different altitude (flyinheight) than the other chopper or there will likely be an "incident". tounge.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BaronVonRed @ Dec. 03 2002,15:53)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tales_From_Topographic_Oceans @ Dec. 03 2002,13:48)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2) make the radius of the WPs 1m<span id='postcolor'>

what does this mean? You can't adjust the waypoint radius, can you? You can set a trigger radius.

Maybe I missed this.

I have the chopper speed at full so speed may be a problem.<span id='postcolor'>

Yes it can be set on WP's - the default is 0, just leave it at that.<span id='postcolor'>

Take care, the default radius (value 0) for a chopper is MUCH larger than the default radius for soldier

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