Play3r 132 Posted July 31, 2019 Hey guys and girls. I am trying my first time in making a group spawn in my mission. it is a MP game and it is all for making the base look alive. I can spawn the group and i can make them move, But i can't get them to go inside a helicopter. I have tried with GETIN and GETIN NEAREST. The Helicopter is not spawned in to game it is placed in editor. How can i make this work as simple as possible _spawngroup = [getMarkerPos "MARK1", INDEPENDENT, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F"]] call BIS_fnc_spawnGroup; _wp1 = _spawngroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointFormation "COLUMN"; _wp2 = _spawngroup addWaypoint [getmarkerpos "WP2", 0]; _wp2 setWaypointType "GETIN NEAREST"; _wp2 setWaypointSpeed "NORMAL"; _wp2 setWaypointBehaviour "CARELESS"; _wp2 setWaypointFormation "COLUMN"; Share this post Link to post Share on other sites
gc8 958 Posted July 31, 2019 Try putting the GETIN waypoint on same pos as the helo like: _wp2 = _spawngroup addWaypoint [getpos HeloName, 0]; Share this post Link to post Share on other sites
Play3r 132 Posted July 31, 2019 7 minutes ago, gc8 said: _wp2 = _spawngroup addWaypoint [getpos HeloName, 0]; Sad to say @gc8it did not do the trick,did try it with GETIN NEAREST also. any other ideas Share this post Link to post Share on other sites
gc8 958 Posted July 31, 2019 2 minutes ago, Play3r said: Sad to say @gc8it did not do the trick,did try it with GETIN NEAREST also. any other ideas You have the helo named in the editor? that name needs to go to the getpos Share this post Link to post Share on other sites
Play3r 132 Posted July 31, 2019 yes it is called spawnheli my line is like this : _wp2 = _spawngroup addWaypoint [getpos spawnheli, 0]; Share this post Link to post Share on other sites
gc8 958 Posted July 31, 2019 Idk maybe the helo needs to have LOAD waypoint or something I'm out of ideas because I rarely use the editor WPs Share this post Link to post Share on other sites
wogz187 1083 Posted July 31, 2019 @Play3r, You can make them move with the waypoint no problem, right? So maybe fake the loading into the helicopter bit with some kind of assign/moveInCargo foreach? Share this post Link to post Share on other sites
Play3r 132 Posted July 31, 2019 okey @gc8 thanks for your time,i hope someone else can tell me the way to solve my small problem(i think it is). all they do is walk over to the heli and look at it- 🤔 Share this post Link to post Share on other sites
Play3r 132 Posted July 31, 2019 1 minute ago, wogz187 said: @Play3r, You can make them move with the waypoint no problem, right? So maybe fake the loading into the helicopter bit with some kind of assign/moveInCargo foreach? I was thinking the same thing but do not know how i can do that, i do know the command MoveInCargo but not the foreach command. Share this post Link to post Share on other sites
wogz187 1083 Posted July 31, 2019 @Play3r, Quote "... i do know the command MoveInCargo but not the foreach command." That's about where I'm at, too. We can work on it together here and another community member will probably take a look at it. Share this post Link to post Share on other sites
wogz187 1083 Posted July 31, 2019 (edited) This example makes it look pretty do-able. { _x setDammage 1; } forEach units group player; Something like (pseudo code): { sleep 0.2; _x assignAsCargo helo1; _x MoveInCargo helo1; } forEach units group _spawnedgroup; Researching... getting closer, still not a real script _spawnedgroup = createGroup [west, true]; _wp1 = _spawnedgroup addWaypoint [(getPos HeloName), 0]; _wp1 setWaypointSpeed "NORMAL"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointFormation "COLUMN"; _wp1 setWaypointType "move"; waitUntil { (currentWaypoint (_wp1 select 0)) > (_wp1 select 1) }; { sleep 0.2; _x assignAsCargo HeloName; _x MoveInCargo HeloName; } forEach units group _spawnedgroup; Edited July 31, 2019 by wogz187 still researching... 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4201 Posted July 31, 2019 Here is an example from my GF Missions : Spoiler waitUntil {sleep 1; GF_Missions_Hostage_11 distance2D GF_Missions_Heli_11 < 100 }; if (GF_Missions_Systemchat_info) then { systemchat"GF_Missions_Hostage_11 distance2D GF_Missions_Heli_11 < 100"; }; _Smoke_1 = "SmokeShellGreen" createVehicle (position GF_Missions_Hostage_11); _Smoke_1 attachTo [GF_Missions_Hostage_11,[-0.02,-0.07,0.042],"rightHand"]; [GF_Missions_Hostage_11] joinSilent _Group_Crew; GF_Missions_Hostage_11 assignAsCargo GF_Missions_Heli_11; [GF_Missions_Hostage_11] orderGetIn true; [GF_Missions_Hostage_11] allowGetIn true; if (GF_Missions_Systemchat_info) then { systemchat"Wait Hostage to get in Heli"; }; waitUntil {sleep 1;getPos GF_Missions_Heli_11 select 2 < 10}; _Smoke_2 = "SmokeShell" createVehicle (position GF_Missions_Heli_11); waitUntil {sleep 1;{_x in GF_Missions_Heli_11} count [GF_Missions_Hostage_11] > 0}; detach _Smoke_1; GF_Missions_Heli_11 engineOn true; if (GF_Missions_Systemchat_info) then { systemchat"addwaypoint"; }; _randomPos_WP = GF_Missions_Heli_11 getPos [2500,random 360]; _WP = _Group_Crew addwaypoint [(_randomPos_WP),0]; _WP setWaypointSpeed "FULL"; _WP setWaypointBehaviour "CARELESS"; _WP setWaypointCombatMode "BLUE"; 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4201 Posted July 31, 2019 name the heli like , GF_Heli_1 : _grp = [getMarkerPos "MARK1", INDEPENDENT, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F"]] call BIS_fnc_spawnGroup; { _x assignAsCargo GF_Heli_1; [_x] orderGetIn true; [_x] allowGetIn true; }forEach units _grp; 1 3 Share this post Link to post Share on other sites
Play3r 132 Posted August 1, 2019 @GEORGE FLOROS GR Thanks for the answer it did the trick I made it work this way: made a trigger when activated runs a SQF file with this text. the Spawnheli is hidden with the HIDE/SHOW modules and it has a HoldWP, that a trigger skips and SHOW get activated also when the trigger that runs the SQF file is activated. Spoiler _spawngroup = [getMarkerPos "MARK1", INDEPENDENT, ["I_G_Soldier_A_F", "I_G_Soldier_F", "I_G_Soldier_AR_F"]] call BIS_fnc_spawnGroup; _wp1 = _spawngroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointFormation "STAG COLUMN"; _wp2 = _spawngroup addWaypoint [getmarkerpos "WP2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointBehaviour "CARELESS"; _wp2 setWaypointFormation "STAG COLUMN"; sleep 30; { _x assignAsCargo spawnheli; [_x] orderGetIn true; [_x] allowGetIn true; }forEach units _spawngroup; The spawned group goes into the heli so that part is great. i want the heli to take off when the spawned group is inside the heli by trigger, but how do i give the _spawngroup a variable name so i can activate the trigger that lets the heli move from the loadWP ? Share this post Link to post Share on other sites
wogz187 1083 Posted August 1, 2019 @Play3r, Quote Spawnheli is hidden with the HIDE/SHOW modules Hide/Show is a less than ideal solution for animated units and AI because they still move, react, talk, shoot, ect. Disabling AI/simulation fixes a lot of that but vehicles still make engine noises and emit exhaust. I think you need "fullcrew" but I'm not sure how to implement it in this case. Something like [fullcrew Spawnheli] select 0 > 0, but you'll need one of the resident experts to make that into something useful. Or, in your load script, switch a variable. Right after the "forEach" set heliFULL=1;. Your trigger (skip waypoint) in the mission has condition "heliFULL==1". 1 Share this post Link to post Share on other sites
Play3r 132 Posted August 1, 2019 (edited) @wogz187 The heliFULL = 1 is a good idea will try that. The heli is far from players so they will not hear it. Edited August 1, 2019 by Play3r spelling Share this post Link to post Share on other sites
wogz187 1083 Posted August 1, 2019 @Play3r, Quote The heliFULL = 1 is a good idea will try that. The heli is far from players so they will not hear is, so they will not hear it. I hope it works. Just remember the script is "heliFULL=1;" and the condition is "heliFULL==1". Also, in your init, "heliFULL=0;". Share this post Link to post Share on other sites
GEORGE FLOROS GR 4201 Posted August 1, 2019 23 hours ago, GEORGE FLOROS GR said: waitUntil {sleep 1;{_x in GF_Missions_Heli_11} count [GF_Missions_Hostage_11] > 0}; This is from the upper example , but it's way better to use @wogz's example. Share this post Link to post Share on other sites
Play3r 132 Posted August 1, 2019 (edited) Wuhuu got it working. by using the HeliFULL variable. Edited August 1, 2019 by Play3r 1 Share this post Link to post Share on other sites
wogz187 1083 Posted August 1, 2019 -snip- Awesome! 1 Share this post Link to post Share on other sites
Play3r 132 Posted August 1, 2019 Spoiler _spawngroup = [getMarkerPos "MARK1", WEST, ["rhsusf_socom_marsoc_cso_cqb", "rhsusf_socom_marsoc_cso_breacher"]] call BIS_fnc_spawnGroup; _spawngroup setVariable ["spawnunits", 123, true]; _wp1 = _spawngroup addWaypoint [getmarkerpos "wp1", 0]; _wp1 setWaypointType "MOVE"; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointBehaviour "CARELESS"; _wp1 setWaypointFormation "STAG COLUMN"; _wp2 = _spawngroup addWaypoint [getmarkerpos "WP2", 0]; _wp2 setWaypointType "MOVE"; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointBehaviour "CARELESS"; _wp2 setWaypointFormation "STAG COLUMN"; sleep 30; // just so they time to finish WP2 { _x assignAsCargo spawnheli; [_x] orderGetIn true; [_x] allowGetIn true; }forEach units _spawngroup; AllIn = 1; 6 minutes ago, wogz187 said: So it's working? yep it does.. Thanks for the help to @wogz187 , @GEORGE FLOROS GR and @gc8 2 Share this post Link to post Share on other sites