The Zoteboat 1 Posted March 2 Hey there, me again, I am currently creating an exfil phase for a scenario I'm working on, and am having issues with the helo's unitPlay. In short, I want a helicopter (vanilla UH-80 named "h1") to : Take off, fly and land at a designated spot using a first unitPlay trigger - ((1) or (2), see below). This I have done. After landing and completing the first unitPlay trigger, wait for a group to board (no unitPlay active at this point, the helo is just staying where it landed) Take off again using a second unitPlay trigger once everybody is in the chopper So far, I have managed to have it land where I want, open both its doors and extend its landing gear. However, a couple seconds after it lands, it just rises and hovers a dozen meters off the ground. I have tried a couple solutions, to no avail. Disabling the pilot's AI Setting up a "LAND" waypoint right where the helo is supposed to land via unitPlay Setting up a "HOLD" waypoint right where the helo is supposed to land via unitPlay Setting up a "LAND" and a "HOLD" waypoint right where the helo is supposed to land via unitPlay Disabling everything in the pilot's "special states" tab apart from Show Model 2 different triggers (see additional info) Disabling the pilot's AI through a "Set AI Mode" module The only actual solution I found was removing the pilot from the helo altogether, but this is obviously not preferable. Additional info: The recording is rather large, lasting a couple minutes at 100 FPS. I have tried 2 triggers, one directing the helo (1) and the other the pilot (2) to activate it: (1) Activation on radio alpha : [h1, _unitCaptureData] spawn BIS_fnc_unitPlay (2) Activation on radio bravo [vehicle pilot1, _unitCaptureData] spawn BIS_fnc_unitPlay So in short, how to stop this from arriving? Preferably without heavy scripting, I am very much terrible at it and don't understand 90% of it. Share this post Link to post Share on other sites
soldierXXXX 121 Posted March 2 Hi, try to combine the trigger with land or flyInHeight command. Since 2.18 there is also another syntax for landAt command. Share this post Link to post Share on other sites
The Zoteboat 1 Posted March 2 6 hours ago, soldierXXXX said: Hi, try to combine the trigger with land or flyInHeight command. Since 2.18 there is also another syntax for landAt command. Thanks a lot! What I ended up doing is telling the helo to fly at -2 and told it to landAt a predesignated object, works like a charm. Had to fiddle with the engine, which for some reason decided to turn off despite a trigger telling it not to but made it work in the end. One last question, how does one get an object's rotation data? I need to place another helicopter exactly at the same place as the first one lands. I got the location by using getPos, but haven't found anything about "getRotation" or "getObjectRotation" on the wiki. Is there such a command? Thank you again for your help! Share this post Link to post Share on other sites
soldierXXXX 121 Posted March 2 There is. Depends on your needs, simple rotation can be obtained by getDir which will return degrees from 0 to <360. Basically the same as if you look at the compass. And if you need advanced rotation, it can be obtained by vectorDirVisual usually used with combination of vectorUpVisual. That will return vector format of the actual object rotation. You can imagine that like a direction from object model center to the nose of the helicopter for vectorDir and for vectorUp direction from model center to the rotor. That you'd use if helicopter landed in a steep hill or something. Another function might be BIS_fnc_getPitchBank, but I'm not sure if that's what you're looking for. Share this post Link to post Share on other sites