Play3r 143 Posted April 1, 2022 Hi all i have this script i use to spawn a heli, and it land at my location like planed But how do i make so that a trigger fires when i get inside the heli. i have tried with COND: BOB in P3REndHeli. also COND: BOB in EndHeli. but no joy, anyone got some ideas. Cheers Play3r private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf"; Share this post Link to post Share on other sites
Harzach 2507 Posted April 1, 2022 private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; EndHeli = _P3REndHeli; // <<-- you forgot this systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf"; https://community.bistudio.com/wiki/setVehicleVarName Note that in MP, you will also need to publicVariable "EndHeli". 1 1 Share this post Link to post Share on other sites
pierremgi 4739 Posted April 2, 2022 In MP, you need also to remoteExec setVehicleVarName Anyway, giving name to helo is not mandatory. You can script like this (the taxi back is included): private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; 1 1 Share this post Link to post Share on other sites
Play3r 143 Posted April 2, 2022 9 hours ago, Harzach said: private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; _P3REndHeli setVehicleVarName "EndHeli"; EndHeli = _P3REndHeli; // <<-- you forgot this systemChat str _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "SCRIPTED"; _waypointPickup setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf"; https://community.bistudio.com/wiki/setVehicleVarName Note that in MP, you will also need to publicVariable "EndHeli". Hi @Harzach I did look at the Wiki page but did not find anything about the <EndHeli = _P3REndHeli; // <<-- you forgot this> i was in on the page before i posted here. 4 hours ago, pierremgi said: In MP, you need also to remoteExec setVehicleVarName Anyway, giving name to helo is not mandatory. You can script like this (the taxi back is included): private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; Hi @pierremgi This here is great it actually answers my next question how to add a new Wp to the heli. I thank you two for your help.. Share this post Link to post Share on other sites
Harzach 2507 Posted April 2, 2022 50 minutes ago, Play3r said: did not find anything Read example 1. 1 Share this post Link to post Share on other sites
Play3r 143 Posted April 2, 2022 4 minutes ago, Harzach said: Read example 1. Damm did not see that at all yesterday when i was trying to make it work. Thanks for the guidens.. 👍 Cheers Share this post Link to post Share on other sites
Play3r 143 Posted June 25, 2022 On 4/2/2022 at 6:27 AM, pierremgi said: In MP, you need also to remoteExec setVehicleVarName Anyway, giving name to helo is not mandatory. You can script like this (the taxi back is included): private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle position player; private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; Hi Pierremgi i have used your script for a mission that i plan to release to friends, but i have a problem with the Heli that spawns in: If i stand inside a house it tries to land on the roof, since it is made to spawn when a unit is dead, so if i shoot him tru a window from inside a house it lands on the roof. Are there anyway to make it land on the ground, i have tried with 6 Helipath(invisible) around the town where the unit are, that has to be killed, but no joy. so are there anyway to make a kind of check to see if there is a "free space" to land on. i have searched a bit on the A3 wiki but did not find anything.. regards Play3r Share this post Link to post Share on other sites
Harzach 2507 Posted June 25, 2022 https://community.bistudio.com/wiki/BIS_fnc_findSafePos 1 Share this post Link to post Share on other sites
Play3r 143 Posted July 9, 2022 On 6/25/2022 at 10:13 PM, Harzach said: https://community.bistudio.com/wiki/BIS_fnc_findSafePos Hi Harzach i have been trying to find the way to use the BIS_fnc_findSafePos command but i can't seem to figure out where to put the command. i have tried to make a variable in my Init.sqf like private _ExfillLoc = [player, 1, 150, 3, 0, 20, 0] call BIS_fnc_findSafePos; and then make the script look like this: private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["CUP_B_UH60M_US", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _LandingPad = "Land_HelipadEmpty_F" createVehicle getpos _ExfillLoc; <------- like this but no joy ,also like this : [position _ExfillLoc] also with ( ...) private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; Any chance you have some wise guidens so i can get it to work.. Share this post Link to post Share on other sites
Harzach 2507 Posted July 9, 2022 2 minutes ago, Play3r said: i have tried to make a variable in my Init.sqf like private _ExfillLoc You are creating a local variable. And even if you made it global/public, it creates one position that is always used, no matter where you need the heli to land. AND, it does this every time a new player joins. Create it dynamically as you need it: private _startingPad = "Land_HelipadEmpty_F" createVehicle getMarkerPos "HeliSpawn"; private _P3REndHeli = createVehicle ["B_Heli_Transport_03_F", getMarkerPos "HeliSpawn", [], 0, "FLY"]; createVehicleCrew _P3REndHeli; private _pos = [player, 1, 100, 10, 0, 15, 0] call BIS_fnc_findSafePos; private _LandingPad = "Land_HelipadEmpty_F" createVehicle _pos; private _waypointPickup = group driver _P3REndHeli addWaypoint [position _LandingPad,0]; _waypointPickup setWaypointType "MOVE"; _waypointPickup setWaypointStatements [ "true", "vehicle this land 'get in'; this spawn { waitUntil {BOB in vehicle _this}; private _wp = group _this addWaypoint [getMarkerPos 'helispawn',0]; _wp setWaypointStatements ['true','vehicle this land ""land""'] }" ]; But there is still a problem if this is indeed a multiplayer mission. Depending on how you call this script, "player" can be null, one player, or all players. It is not advised to use this command in MP scripting. So, is this a MP scenario? If so, how are you calling the script? 1 1 Share this post Link to post Share on other sites
Play3r 143 Posted July 9, 2022 32 minutes ago, Harzach said: But there is still a problem if this is indeed a multiplayer mission. Depending on how you call this script, "player" can be null, one player, or all players. It is not advised to use this command in MP scripting. So, is this a MP scenario? If so, how are you calling the script? Hi it is a SP scenario. i call it tru a trigger when a COND is True.. But thanks for the help @Harzach Share this post Link to post Share on other sites