arthur2shedsjackson 0 Posted May 16, 2020 hey guys, new to scripting. I'm using this in the init for all the waypoints I want the heli to escort the rest of the squad. "_veh setUnloadInCombat [false, false]; thisArray; [_soldier1, _soldier9] allowGetIn false;" but the gorram pilot still lands when the final hold waypoint comes up, wherever he is at the time. any ideas what I'm doing wrong? the mission runs with 6 spartans, 1 playable but not leader. they are in the main ruins on tanoa, they hold for radio, then the pelican overhead with gunner playable joins the squad and they (usually) make their way out of the jungle south without getting stuck, through the four PREDATORS. I cant get the pelican to hover gracefully over the squad providing fire support untill he gets radio to pickup and move on, most times it flies k's away, because of combat, even though I have set fleeing off, and lands to pick up the squad, despite receiving no order to do so. Share this post Link to post Share on other sites
Purzel 35 Posted May 16, 2020 Change Waypoint to "LOITER", the pilot will fly a circle. In the waypoints config you can enter values for the cirle diameter (clockwise or counter-clockwise too) and the height. Set it high enough so nothing is in the flightpath. Put the gunners into another group and set it's behaviour to combat in the gunners init.Pilots init: this allowdamage false; // not necessary, but sometimes helpful. this allowfleeing 0; // this keep the pilot flying, no matter, how many bullets are fired... this moveInDriver blackhawk; // He will stay the pilot blackhawkgroup = group this; // with "blackhawkgroup" you can give the pilot another waypoint via another script.Gunners Init: this allowdamage false; // not necessary, but sometimes helpful. this moveInTurret [blackhawk, [1]]; // the second gunner: this moveInTurret [blackhawk, [2]]; Share this post Link to post Share on other sites
arthur2shedsjackson 0 Posted May 16, 2020 nah mate, the gunners got to be in group to get the visual queues on the predators, but I'll try a loiter. Is the line I'm using valid? it's giving function but it's not persistent where I need it to be. Share this post Link to post Share on other sites
Purzel 35 Posted May 16, 2020 https://drive.google.com/open?id=1f7_RJvqfD9d_34-9KxnEvlFg14S6887v Try it, its a testmap Share this post Link to post Share on other sites
arthur2shedsjackson 0 Posted May 17, 2020 I did it by using the pilot only in a seperate group on careless, loiter was not helpfull in the end as the orbit it charted was too wide at minimum. on a side-note, is there a script that affects the targetting orders of the squad leader? if I could make it so player2 in the pelican gun position, recieved all the attack orders, it would make targeting the cloaked predators much less guesswork. Share this post Link to post Share on other sites
Purzel 35 Posted May 17, 2020 Try "reveal", it shows all enemys around you. e.g.: {unit_xyz reveal _x} forEach allUnits; EDIT: Waaah, I didn't recognized the "Pelican" as the drone it is. Thought it was a helicopter hovering over you... Share this post Link to post Share on other sites
arthur2shedsjackson 0 Posted May 17, 2020 it's from OPTRE's HALO mod, pelican = helicopter. thanks, but I think that would make it too easy Share this post Link to post Share on other sites