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scottb613

Aircraft MSL instead of AGL Altitude?

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Hi Folks,

 

I'm trying to setup a decent airborne para drop - I have it working nicely - EXCEPT - for the annoying altitude transitions over terrain.

 

Is there a way to force the aircraft to maintain a level altitude for the para drop?

 

Thanks.

 

Regards,
Scott

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  On 10/8/2023 at 7:17 AM, TeTeT said:

Hi,

 

when using some tanker AI I had success with combining

https://community.bistudio.com/wiki/flyInHeightASL

and

https://community.bistudio.com/wiki/flyInHeight

 

this flyInHeight 800;
this flyInHeightASL [1000,1000,1000];

 

 

Hi TeTeT,

 

Thank you kindly - let me give that a shot.

🙂

 

Regards,
Scott

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Hi Folks,

 

Yeah - tried that - I think I'm stuck with the altitude excursions...

 

 

 

One follow up question - if I may - as you can see in the video - the ejection and aircraft perform as expected with AI. When I turn one of the AI jumpers into the "player" - as soon as the player is ejected - the aircraft immediately dives to land at the airport in the shot - regardless of which jumper I choose to use as "player" and regardless of which aircraft I choose to ride - - - instead of following the waypoints to their conclusion.

 

Is there a way to prevent this from happening?

 

Here's my ejection sequence.

 

    _x setVariable ["Saved_Loadout", getUnitLoadout _x];
    removeBackpack _x;
    _x disableCollisionWith _vehicle;
    _x allowDamage false;
    [_x] ordergetin false;  
    [_x] allowGetIn false; 
    unassignVehicle _x;
    moveOut _x;
    _x setDir (_dir + 90);
    _x setVelocity [0, 0, -5];
    sleep 0.5; // Delay between each unit exiting the aircraft.
    [_x, _chuteheight] spawn ParaLandSafe;

  

 

Thanks...

 

Regards,
Scott

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Are you in the same group of the driver? and btw the leader?

or any condition in waypoint's statements?

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Hi Pierre,

 

I think my groupings are good... Alpha on Herc1 - Bravo on Herc2.

 

Image1.jpg

 

Initially - I had the landing issue from when the first AI left the aircraft - the following additions to the code seemed to solve that issue. Again - all AI works perfectly - if the "player" becomes the "Copilot" all works perfectly - only when the "player" leaves the aircraft does the issue occur.

 

    [_x] ordergetin false;  
    [_x] allowGetIn false; 

 

Here's my full ejection script - modded a helo script made by someone else. I've never used or tried the "Cargo" portion of the code. I had intended to remove the "Cargo" portion to suit my needs.

 

  Reveal hidden contents

 

I call the script from a WP but I don't think I'm doing anything else that would affect operation.

 

Thanks for the interest.

😉

 

Regards,
Scott

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