Sharia 0 Posted November 4, 2003 Hi. I've looked around using the search function, and couldn't find this... but if there is a topic, then I'm sorry. Anyway... I want to know how to do two things. The first, would be how do I have a pilot and gunner run from a location and jump into a vehicle? (In this case, an AH-1 Cobra) As if it were a "scramble" situation... My second question is, how do I have a helicopter sit on the ground until it is called up on radio trigger? I usually have to set two waypoints, so the helicopter just takes off and waits in mid air, which I don't like. Any help is welcome. Share this post Link to post Share on other sites
iNeo 0 Posted November 4, 2003 1. You either give them a Get In waypoint on the Cobra, or if you're using a script or a trigger there's a command you use, but I don't know it by heart. Not sure if that's what you mean either. Someone else can probably answer that question. 2. You can have its waypoints set as if it was going to take off right away, but you have its fuel set to the bottom, 0. (Either using the slider or theHelisName setFuel 0) Then you put the following into your radio trigger's On Activation field: theHelisName setFuel 1 Share this post Link to post Share on other sites
Sharia 0 Posted November 4, 2003 Thanks for the help. Now... my second question is... I used a simple script to make a hind drop off 4 spetznaz soldiers off, about .5 of a second between eachother, which was great -- however, the hind simply landed, and picked them up again! And they're not even in the same group. How do I prevent? Share this post Link to post Share on other sites
iNeo 0 Posted November 4, 2003 Add the following after each code for ejecting: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle theUnitName Change theUnitName to each soldier's individual name also. You're welcome Share this post Link to post Share on other sites
Sharia 0 Posted November 4, 2003 Add the following after each code for ejecting:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unassignVehicle theUnitName Change theUnitName to each soldier's individual name also. You're welcome unassignvehicle didn't work, for some reason. Share this post Link to post Share on other sites
Sharia 0 Posted November 5, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop Man1 action ["EJECT",hind1] ~.5 Man2 action ["EJECT",hind1] ~.5 Man3 action ["EJECT",hind1] ~.5 Man4 action ["EJECT",hind1] ~.5 Man5 action ["EJECT",hind1] ~.5 Man6 action ["EJECT",hind1] ~.5 Man7 action ["EJECT",hind1] ~.5 Man8 action ["EJECT",hind1] ~.5 Man9 action ["EJECT",hind1] ~.5 Man10 action ["EJECT",hind1] ~.5 Man11 action ["EJECT",hind1] ~.5 Man12 action ["EJECT",hind1] exit That's the script I'm using for the eject thing, which is in a trigger... it does the job, but the hind just lands again, and the soldiers hop back in. The most humorus thing is that it landed RIGHT next to my american base, and just took off again... ...Most pointless and risky insertion/extraction EVER. But yeah, I don't know where I should put that "unassignVehicle theUnitName" thing... Share this post Link to post Share on other sites
Skul 0 Posted November 5, 2003 Try putting it right after the ejection command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Man1 action ["EJECT",hind1] unassignVehicle Man1 ~.5 Man2 action ["EJECT",hind1] unassignVehicle Man2 ~.5 etc... like that. [Gareth Gates must die] Share this post Link to post Share on other sites
Sharia 0 Posted November 5, 2003 Brilliant, thanks. *Beguns work on a blackhawk parachute insertion of insane levels* PS: This question must of been asked a million and one times, but how do I have... say an AI controlled UH60 drop off a squad of soldiers, and bugger off when they're all infilled? (Me being the officer in charge of the rangers, 'course.) PPS: Noticed that the "XM177e2" looks more like a colt M733 Commando... heh. (Been playing with officer loadouts. Fun fun.) Share this post Link to post Share on other sites
Cephalid 0 Posted November 5, 2003 To make sure that the pilot and gunner go into the chopper, you have to do the following steps. I often had the problem that a Get In Waypoint alone was not working. 1. In the name field of the chopper write for Example Cobra_1 2. In the init field of the pilot type: this assignasDriver Cobra_1; 3. In the init field of the gunner type: this assignasGunner Cobra_1;" 4. Now place a Get In Waypoint close to the chopper and your crew will enter the chopper. There is also a Mission Editing FAQ, where you could find the answers to your questions. Share this post Link to post Share on other sites