racercowan 0 Posted May 23, 2023 For a mission, I'm trying to get a helicopter to fly in, land, unload troops, load in another squad, and take off. To start with I've got waypoints to move -> land -> transport unload (synced with the boarding group's move) -> load (synced with boarding groups get in) -> move. When the helicopter lands, it immediately takes off again, even as the on-board troops are disembarking (causing most of them to fall to their death). Sometimes it will quickly land again, but if all the troops fall to their death get off before it re-lands it stays in the air preventing the boarding troops from reaching it. Deleting the land waypoint so that there is just the transport unload and load waypoint keeps the disembarking troops alive, but it pops into the air as soon as they're off. Using disableAI "MOVE" in the waypoint completion script box for landing or transport unload does not seem to work, while the helicopter will not change it's ground position it will usually still take off (in one case hovering mere inches above the ground, which is still enough to confound boarding AI). Is there a way force the helicopter to stay still from the point it touches down until the boarding troops have all entered? So far the suggestions I've seen are to either damage it or empty the fuel, but I need the helicopter to remain in working condition (and preferrable remain spun up for the duration too). Share this post Link to post Share on other sites
mrcurry 508 Posted May 23, 2023 10 hours ago, racercowan said: When the helicopter lands, it immediately takes off again _helo flyInHeight 0 should force the helo to remain on the ground. To detect the landing you could try the LandedTouchDown event handler. Then when take off is expected you execute _helo flyInHeight 50 where 50 is the height in meters, set to desired value. 1 Share this post Link to post Share on other sites
mikey74 187 Posted May 23, 2023 _helo setBehaviour "CARELESS"; _helo setCombatMode "STEALTH"; _helo disableAI "TARGET"; _helo disableAI "AUTOTARGET"; _helo disableAI "WEAPONAIM"; _helo disableAI "AUTOCOMBAT"; Helps a lot! 1 Share this post Link to post Share on other sites
FoxClubNiner 3 Posted July 26 On 5/23/2023 at 1:33 AM, mrcurry said: _helo flyInHeight 0 should force the helo to remain on the ground. To detect the landing you could try the LandedTouchDown event handler. Then when take off is expected you execute _helo flyInHeight 50 where 50 is the height in meters, set to desired value. This appears to turn off the helicopter engine for me. How would you keep it running? Share this post Link to post Share on other sites
Schatten 290 Posted July 26 Use either BIS_fnc_wpLand function or _waypoint setWaypointType "SCRIPTED"; _waypoint setWaypointScript "A3\functions_f\waypoints\fn_wpLand.sqf"; 1 Share this post Link to post Share on other sites
pierremgi 4904 Posted July 27 I remember such issue, helo hovering the land waypoint, climbing for nuts while disembarking units. Some remarks: 1 - First of all, the fact is you can't use (spawn) any scheduled (sleep, waitUntil) code in completion code of a waypoint without impacting the helo behavior. There is no error, just a fact unscheduled code works better than scheduled one (cf para drop from helo while flying over waypoint); 2 - Then, make sure your disembarking group doesn't have the helo as vehicle in group (in this case, the helo is waiting for units to re-embark later). Use leaveVehicle command prior to eject or get out; 3 - In combat environment, helo pilot must stay safe/careless (gunner can shift on combat mode). Use setCombatBehaviour on pilot; 4 - an empty helipad (createVehicle ["Land_HelipadEmpty_F",+_pos,[],0,"CAN_COLLIDE"] for script) always help, if no helipad within 70 meters! 4 - Last, I'm using a myhelo land "get out" code. iot avoid an unwanted climb, and due to remark 1, I schedule (spawn) a code but I'm waiting for readiness of the helo at current waypoint (waitUntil {sleep 1; unitReady myhelo}; myhelo land "get out") RemoteExec land command if helo is not local. Difficult to copy/paste my existing script without working on it for clarity. The result is I can taxi, change destination on the fly, drop at sea... my team (see MGI ADVANCED TRANSPORT module, 7th video) See also this video. Share this post Link to post Share on other sites