WarhammerActual 23 Posted October 31, 2021 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 .. Share this post Link to post Share on other sites
pierremgi 4822 Posted October 31, 2021 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)). Share this post Link to post Share on other sites
WarhammerActual 23 Posted October 31, 2021 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 Share this post Link to post Share on other sites
pierremgi 4822 Posted October 31, 2021 9 hours ago, WarhammerActual said: https://forums.bohemia.net/forums/topic/222362-mgi-advanced-modules/?tab=comments#comment-3344822 If you need just one module, all others will not impact performance at all. Share this post Link to post Share on other sites
WarhammerActual 23 Posted October 31, 2021 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 Share this post Link to post Share on other sites
pierremgi 4822 Posted November 1, 2021 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. Share this post Link to post Share on other sites