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CosmicCastaway

Unload from chopper then do their own thing?

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Ok I did a quick search for this but I couldn't find anything, probably because it's such a simple thing. smile_o.gif

Anyway, I can get a chopper to start in the air loaded with a group of troops. It flies through a couple of waypoints then lands, unloads the troops and takes off to it's final waypoint. However, how do I get the then unloaded troops to move about independantly? At the moment the all attempt to follow the chopper overland as it flies to it's final waypoint!  crazy_o.gif

Bit of a beginner to this whole map making deal, so any assistance greatly appreciated!

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Create the chopper, then create the troops far enough away from the chopper to not be part of the chopper's group.

Name the chopper something like UH60_1 and put in the init line of each of the soldiers:

this moveInCargo UH60_1;

Then when u start the mission the troops will start in the helo.

Next, set waypoints for the _helo_ put a MOVE about 2 inches short of where u want to unload the troops, then the next waypoint should be an UNLOAD waypoint at the place you want the troops to get out. Then u can put the rest of the waypoints in for the helo to RTB or whatever.

The troops waypoints should be set as if they actually start the mission where the helo's UNLOAD is.

I have noticed that under MP, especially when laggy, that at occasional times the UNLOAD command gets ignored by the OFP engine (at least it did from 1.85-1.92 - might be Ok now), I have never found a solution to this though.

further info:

If you want the helo to take off after a delay, or after forward troops have cleared a corridor then you need to look at triggers, synchronisations and variables to affect a GET OUT as the first helo waypoint immediately on top of the helo start position, and make the condition of the next waypoint to test when the triggered variable is set e.g. bGoHelo is a variable that is first set to zero 'bGoHelo=0' in an Init trigger, then when a trigger happens it's action is 'bGoHelo=1', and the waypoint condition is 'bGoHelo==1' (yes you need two '=' to test equality). There are good tutes on this subject around - check out on ofpec.com, or check inside a mission that uses these already. Big topic.

Hope this helps

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Great! Thanks for that, I'll give it a try this evening. I'll post here if I manage it, then noone else will be wasting their time replying to this. smile_o.gif

Cheers again.

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Ok that was great thanks. Although I found that the UNLOAD command is ignored, but if you swap that out with a TRANSPORTUNLOAD, it seems to work fine.

Cheers for the help. smile_o.gif

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duhh, o yes, TRANSPORTUNLOAD, sorry my mistake - been a while since I used it lol. <embarrassed grin>

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WARNING: Transport unload in dedicated wont work and needs to be scripted.

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thx for those gems of info guys!

no idea on dedicated before that = cheers!

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Just FYI-Unload is if the chopper is grouped with the units riding it, transport unload is for when the occupants are not grouped with the chopper/whatever unit.

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Ok, sorry for dragging up this old topic but I didn't want to start a new one. smile_o.gif

Quote[/b] ]WARNING: Transport unload in dedicated wont work and needs to be scripted.

Regarding the above issue. I have tried the mission I was making on a dedicated server, and 'transportunload' does indeed not work. Unfortunately the entire mission depends on the chopper landing, and unloading troops.

Can anyone give me a pointer as to how to make the chopper do as it's told when on a dedicated server?

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