ArchangelSKT 0 Posted April 9, 2003 I plan on making a coop mission where 2 players start in a chopper , but I can`t link the choppers to the units...how can I make them sit inside the chopper ( which is flying over water ) when the mission starts ? Share this post Link to post Share on other sites
Winters 1 Posted April 9, 2003 man1 moveincargo helo with the unit named man1 and the chopper named helo you can also use moveindriver, moveingunner or moveincommander. works for any vehicle. Hope this helps Share this post Link to post Share on other sites
ArchangelSKT 0 Posted April 9, 2003 Thanks I tried it out and it works...now I only got to get the chopper to fly higher so I don`t get killed when I jump out..lmao . Share this post Link to post Share on other sites
sanctuary 19 Posted April 9, 2003 this flyinheight xxx (where xxx is a number in meters) Best used in the chopper init line, so you can control the starting altitude of it With high number, you will not die by ejecting Share this post Link to post Share on other sites
Winters 1 Posted April 9, 2003 your helo must fly at a height of at least 75 for you to have enough time for your chute to fully deploy. Share this post Link to post Share on other sites
ArchangelSKT 0 Posted April 9, 2003 Oh thanks again , I`ve been thinking of making a mission for a long time , maybe I`ll get started now Share this post Link to post Share on other sites
Milkman 1 Posted April 9, 2003 Why on earth did you not use the search function Archangel?You woulda got like 3000 returns. Why dont you just d/l the command reference? It would porbably answer all your questions. Share this post Link to post Share on other sites
-iCeMaN- 0 Posted April 9, 2003 For making the guy start off in the chopper, name the chopper something (chpr1) Then type this in the unit's INIT line: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveincargo "chpr1"<span id='postcolor'> For starting at a set height, type this in the chopper's INIT line: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this flyinheight 80<span id='postcolor'> (the height is in meters and it needs to be atleast 80 to parachute) You can also make units start of as a gunner or driver with these in the INIT line: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveindriver "mycar" this moveingunner "myhelo" this moveincommander "mytank"<span id='postcolor'> -iCe- Share this post Link to post Share on other sites
thekabel 0 Posted April 9, 2003 fuk i was givin every soldier a name instead of using "this" Share this post Link to post Share on other sites
Winters 1 Posted April 9, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (|iCeMaN| @ April 09 2003,20:29)</td></tr><tr><td id="QUOTE">(the height is in meters and it needs to be atleast 80 to parachute)<span id='postcolor'> no dude its 75. and its good to name the units because you may need to do something else before or later. Share this post Link to post Share on other sites
thekabel 0 Posted April 9, 2003 Little introdution: Me name is Jerry, N00b in tiz forum, n00b in mapmaking. I am trying to learn from the knowledge some of u guys own in the hope me will make a deff map once. I friend of mine makes them and u can tek them from our site....may i say tiz? Well thinking about the movincargo, i was wondering....... Me is mekin a map wich is about the town. Tiz town has some nmy in it 30 + 5 tankz + 6 mortars. In the main base of the friendly i got 5 field gunz and i want them to fire at the nmy town before the troops get in. I av placed some fieldguns and i made every soldier moveingunner. They all start as gunner on the field gun. Wot i want now is that tiz group of artillery is givin support to a group of delta force. So i want them to shoot at a town before the spec ops go in! I tried it wid an induvidual waypoint for each soldier and later fieldgun coz waypointing the soldiers didn't work. I tried it wid an Commander for the soldiers behind the fieldgun. And give him the destroy waypoint. I know i am waypointing at nmy's but somehow they only point the barrel of the fieldgun straight at the target but they do not fire. I av read somewhere that if they cannot see the target they won't fire on it? Is tiz true and if so....anyway i can make them fire at the town? ----------------------------------------------------------- Sorry if tiz quiestion does either not fit tiz topic or is already been asked, i couldn't find it and if it is there, is way down the old question pile and i din't want to re-surface it again. Share this post Link to post Share on other sites
-iCeMaN- 0 Posted April 9, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Winters @ April 09 2003,17:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (|iCeMaN| @ April 09 2003,20:29)</td></tr><tr><td id="QUOTE">(the height is in meters and it needs to be atleast 80 to parachute)<span id='postcolor'> no dude its 75.<span id='postcolor'> YEah you're right, it is 75 height to parachute.. (iCe is wrong!? never! except this time.. ) -iCe- Share this post Link to post Share on other sites
thekabel 0 Posted April 9, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (|iCeMaN| @ April 10 2003,00:03)</td></tr><tr><td id="QUOTE"> .........^ WHAT!? <span id='postcolor'> Ok maybe i had to much text up there got fieldguns.... got gunners need to know a way to make the fieldguns shoot a town they cannot see. Waypoints ain't working not for the guns, gunners nor for there commanding officer. Share this post Link to post Share on other sites
-iCeMaN- 0 Posted April 10, 2003 Units won't shoot at a target if they don't see it or don't have a lock on it. -iCe- Share this post Link to post Share on other sites