OmniMax 0 Posted April 21, 2003 Since Nogova has some nice rice patties (on the very very far east of the one-and-only bridge) I have decided to make a 'nam type mission. Good and well, right? Not quite what you were expecting. Waypoints are a pain in you know where... I remember doing this a year or so ago, now I must learn the tricks againnnn.. 1. at first, I wanted to make all the players get inside the blackhawk. Big mistake. The helicopter takes off and just hovers even though I have a 'get in' and 'load' waypoints sync'd. You either get in fast enough or it just hovers. Sometimes it will come back and land though. Annoyance factor high. 2. To solve this small problem, I just figured what the hell, just movein everybody right? Well, at the LZ, there is a getout waypoint (for the inf) and a cargo unload waypoint (for the helicopter). Well, Mr. Commander decides to sprout off a little move command right before we take off (something to do with the getout..). Well, shut up jerkweed, we just started the mission, stop shouting off orders until we actually get somewhere, you moron. A way to prevent this with still having my synced getout and unload waypoints would be...? 3. The helicopter takes a long time to actually land. on it's unload cargo waypoint I told it the kind of landing it should do and it does it slow, a bit annoying. Otherwise you risk damage by ejecting while oh-so-close to the ground. Oodles. Well, my stupid waypoint problems. Don't care about getting everybody in, just movein is fine with me, I don't like mr. officer sprouting stuff off though. Bit misleading, especially when you're trying to make the mission as visually and aurorally pleasing as possible. No need for idiotic commanders shouting off like some sort of bullhorn, thus ruining atmosphere and confusing the hell out of the people who have just got in the mission Thanks in advance wonderful ofp missoners, I'll have to paypal you all soon. Share this post Link to post Share on other sites
smogmorph 0 Posted April 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OmniMax @ April 21 2003,12:47)</td></tr><tr><td id="QUOTE">1. at first, I wanted to make all the players get inside the blackhawk. Big mistake. The helicopter takes off and just hovers even though I have a 'get in' and 'load' waypoints sync'd. You either get in fast enough or it just hovers. Sometimes it will come back and land though. Annoyance factor high.<span id='postcolor'> This is how I solve this problem: Put this in the choppers Init field "This setfuel 0" Put this on the activation field of the GetIn wp "NameOfChoppers setfuel 1" This prevents it from taking off before everyone's onboard. Share this post Link to post Share on other sites
MintyBoy 0 Posted April 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 1. at first, I wanted to make all the players get inside the blackhawk. Big mistake. The helicopter takes off and just hovers even though I have a 'get in' and 'load' waypoints sync'd. You either get in fast enough or it just hovers. Sometimes it will come back and land though. Annoyance factor high. <span id='postcolor'> To stop the chopper taking off, your best bet is to redo your WPs. The load WP should be directly on top of the chopper itsself (by making sure the chopper's name shows on a tooltip when you place the WP, if you know what I mean). If the WP isn't on top of the chopper, it thinks it needs to power-up, fly to the WP (even if it's only a few metres or less away) and land again. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 3. The helicopter takes a long time to actually land. on it's unload cargo waypoint I told it the kind of landing it should do and it does it slow, a bit annoying. Otherwise you risk damage by ejecting while oh-so-close to the ground. Oodles. <span id='postcolor'> It's mainly an AI thing- it can take a while for choppers to land, especially in early versions of OFP. What version you running? If it's 1.91 it should be relatively ok, especially if you've put an "Invisible H" at the LZ. Also, the amount of clutter (trees, houses, vehicles, men, etc) can have an effect on landing times. Try the same WP in the middle of a field and it usually goes better.. Share this post Link to post Share on other sites
OmniMax 0 Posted April 21, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smogmorph @ April 21 2003,15:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (OmniMax @ April 21 2003,12:47)</td></tr><tr><td id="QUOTE">1. at first, I wanted to make all the players get inside the blackhawk. Big mistake. The helicopter takes off and just hovers even though I have a 'get in' and 'load' waypoints sync'd. You either get in fast enough or it just hovers. Sometimes it will come back and land though. Annoyance factor high.<span id='postcolor'> This is how I solve this problem: Put this in the choppers Init field "This setfuel 0" Put this on the activation field of the GetIn wp "NameOfChoppers setfuel 1" This prevents it from taking off before everyone's onboard.<span id='postcolor'> Hey, good idea... Wish I thought of that. Will try to go through the drudgery of getting my helicopter landing to work. Didn't know AI automaticly "scans" for a H to land at. Pretty spiffy stuff. p.s: Is it me or missions where you get in the cargo of a chopper the most atmospheric? Gives you that authentic battle feel... Share this post Link to post Share on other sites
OmniMax 0 Posted April 21, 2003 Well, if I have everybody close enough, the leader barely sprouts enough about getting in to make the chopper stay. Sometimes if you get in too early, it takes off and does the bouncing stuff.. Sometimes people don't get in. I like your method, though, smog. gonna have to try that. Share this post Link to post Share on other sites
DJOlmstead 0 Posted April 25, 2003 Here's the method that I use: If the ground that the chopper is sitting on in the beggining is uneven, even in the slightest way, this problem occurs to me. I just put an invisible H under the chopper and sync the waypoints as normal. NOTE: I'm running v1.46, so it might not work for you. Share this post Link to post Share on other sites
Kinnon 0 Posted April 27, 2003 There are some excellent chopper management tutorials on www.ofpec.com If i remember rightly, you choose the type of landing for the chopper before the load, something like 'this Land "LAND"', LAND means do a full landing, or you can have "GETIN" where it hovers while people get on, or "GETOUT" where it hovers before people leave ... Share this post Link to post Share on other sites
hobson_matt 0 Posted May 11, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> 2. To solve this small problem, I just figured what the hell, just movein everybody right? Well, at the LZ, there is a getout waypoint (for the inf) and a cargo unload waypoint (for the helicopter). Well, Mr. Commander decides to sprout off a little move command right before we take off (something to do with the getout..). Well, shut up jerkweed, we just started the mission, stop shouting off orders until we actually get somewhere, you moron. A way to prevent this with still having my synced getout and unload waypoints would be...? <span id='postcolor'> I am doing an ambush mission where i want the groups to disembark when fired upon, so i made a trigger that allows the enemy to fire after a certain point, this trigger sets a variable to be true, which is the "condition" for the "getin" waypoint. Â The officer says nothing until we are fired upon, when he tells the group to get out. Â Share this post Link to post Share on other sites