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Repeatable Heli transport

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Hi all, 

 I had an idea for an Aerial Vehicle Interdiction Trainer, where players enter the trigger area , the little bird will take off, move along a flight path, rtb, power down and land. I have it all working fine, except I want this to be repeatable. It needs to be MP compatible  on my training server. This way players can get target practice firing from the benches when pilots are not on. 

 

What I can not get working is to have this process repeat.  Any suggestions ?

 

I have laid down trigger , when any player enters, move, land , trigger to turn off heli engine. I dropped a cycle syncd to a trigger but I know this is incorrect and can not figure out a work around on my own.. Ty in advance for any assistance .. 

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Two solutions:

- script your waypoints in a loop, choose  waitUntil condition(s) for holding helo on ground (something like no player aboard/player aboard). Simple but wpts are always the same;

- plan/call a helo taxi when player(s) jump into the helo. There is a BI support module for that. (I also built my own module for more flexible destination(s)).

 

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6 minutes ago, pierremgi said:

(I also built my own module for more flexible destination(s)).

Hi and thank you . Do you have an link to your module ? if available to public

 

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I saw this, but I do not need a taxi system. It very specific . Ai pilot moves along flight path and then rtb's . I just need ti repeatable. It's only ever going to fly along the predetermined path.. Its a shooting trainer

 

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So script a while do loop, when sequence inside it.
Something like

if (isServer) then {
  [] spawn {
    waitUntil {allPlayers isNotEqualTo []};
    private _apron = getpos yourHelo;


    while {alive yourHelo} do {
      waitUntil {sleep 1; {_x in yourHelo} count allPlayers > 0};
      sleep 2;
      yourHelo doMove aPosition;
      sleep 2;
      waitUntil {unitReady yourHelo};
      yourHelo land "land";
      waitUntil {sleep 1; {_x in yourHelo} count allPlayers == 0};
      yourHelo doMove _apron;
      sleep 2;
      waitUntil {unitReady yourHelo};
      yourHelo land "land";
  };

 

};

 

It's very basic. All cases are not managed of course (dead, fuel, positions,...). But there is no easy solution.

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