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IvanDolvich

Problem with unloading passengers from an IFV (BMP)

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I’m trying to make a group of mechanized infantry (inf + BMP) QRF that simply dismounts the vehicle right before the destination point and continue advancing on foot, while the BMP provides a cover.

 

I tried this with a truck/vanilla APCs + Unload waypoint and it works fine.

 

There is a problem with other vehicles however – like BMPs and BTRs. Infantry boards the group’s BMP properly - both inside and on top of the vehicle – but when they reach the Unload WP, only those sitting on the hull get out. The rest of the passengers stays inside.

 

I tried to found a solution, but only came to conclusion that the game recognizes some of the passengers as a crew/additional gunners (turrets I belive?) and assigns them to the vehicle so they are not passengers anymore.

Not sure if I’m missing something… Is there a way to get all of the passengers out of the vehicle leaving the original crew (driver, gunner, commander) inside?

 

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On 12/5/2021 at 10:16 PM, IvanDolvich said:

I’m trying to make a group of mechanized infantry (inf + BMP) QRF that simply dismounts the vehicle right before the destination point and continue advancing on foot, while the BMP provides a cover.

This is what I've used before:

 

Make 2 different groups, the crew and the "cargo"

 

1. Give the crew group a "transport unload" waypoint.

2. Give the cargo group a "unload" waypoint.

3. Sync the two waypoints.

4. Give both any additional waypoints as desired

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On 12/6/2021 at 5:16 AM, IvanDolvich said:

I’m trying to make a group of mechanized infantry (inf + BMP) QRF that simply dismounts the vehicle right before the destination point and continue advancing on foot, while the BMP provides a cover.

 

I tried this with a truck/vanilla APCs + Unload waypoint and it works fine.

 

There is a problem with other vehicles however – like BMPs and BTRs. Infantry boards the group’s BMP properly - both inside and on top of the vehicle – but when they reach the Unload WP, only those sitting on the hull get out. The rest of the passengers stays inside.

 

I tried to found a solution, but only came to conclusion that the game recognizes some of the passengers as a crew/additional gunners (turrets I belive?) and assigns them to the vehicle so they are not passengers anymore.

Not sure if I’m missing something… Is there a way to get all of the passengers out of the vehicle leaving the original crew (driver, gunner, commander) inside?

 

try this:

 

create 3 marker and name it "marker BTR" to spawn BTR,  "mkr1" waypoint BTR, "mkr1_1" waypoint Inf.

create trigger.

Conditon - true

On Act - put below code:

 

null = [] spawn {waitUntil{sleep 1;(({isPlayer _x && _x distance (getMarkerPos "markerBTR") < 100} count playableUnits > 0));}; 
_btrQRFspawn = getMarkerPos "markerBTR";   
_btr= createVehicle ["O_APC_Tracked_02_cannon_F", _btrQRFspawn, [], 0, "NONE"];    
createVehicleCrew _btr;   
 
_inf = [getMarkerPos "markerBTR", east, 5] call BIS_fnc_spawnGroup;  
((units _inf) select 0) moveInCargo _btr;  
((units _inf) select 1) moveInCargo _btr;  
((units _inf) select 2) moveInCargo _btr;  
((units _inf) select 3) moveInCargo _btr;  
((units _inf) select 4) moveInCargo _btr;  
 
wp1 = group driver _btr addWaypoint [getMarkerPos "mkr1",0];   
wp1 setWaypointStatements ["true", "'HOLD'"]; 
sleep 20;  
 
unassignVehicle ((units _inf) select 0);  
unassignVehicle ((units _inf) select 1);  
unassignVehicle ((units _inf) select 2);  
unassignVehicle ((units _inf) select 3);  
unassignVehicle ((units _inf) select 4);  
[_inf, getMarkerPos "mkr1_1"] call BIS_fnc_taskAttack;};

 

 

or :

 

place group and name it "grp1"

put in all unit init : this moveInCargo btr;

add waypoint grp1 "MOVE" to designated point.

place a  vehicle BTR and name it "btr".

add waypoint btr "MOVE" just a bit in front it and set timer 10/10/10.(you can adjust timer as you wish)

add another waypoint "MOVE" to where you want and inside waypoint init put this code;

 

unassignVehicle ((units grp1) select 0);  
unassignVehicle ((units grp1) select 1);  
unassignVehicle ((units grp1) select 2);  
unassignVehicle ((units grp1) select 3);  
unassignVehicle ((units grp1) select 4);  

(add another line here equal to  number of unit)

 

good luck.

 

 

 

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Thank you guys.

I tested both your solusions and they work indeed!

 

If someone else is curious, by extending this method,

 

On 12/8/2021 at 9:31 AM, mrcurry said:

This is what I've used before:

 

Make 2 different groups, the crew and the "cargo"

 

1. Give the crew group a "transport unload" waypoint.

2. Give the cargo group a "unload" waypoint.

3. Sync the two waypoints.

4. Give both any additional waypoints as desired

 

you can also make the QRF more dynamic, by adding and syncing the next waypoints - f.ex. to can get the dismounted squad back to the vehicle and go back to base/move to next location.

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