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BoweryBaker

frustrated with stinking choppers

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I need someone to help me script a proper chopper drop off and leave the area. I can't seem to get the sh*t situated. It usually works well when I have ai riding along for the ride, but, i find that when its humans it requires all kinds of extra scripting, multiplayer even more, this is frustrating. As it stands i was using the simple get in and out of car script where it drops the troops off, waits for them to get back into the truck and does it again and again, and thought it should work for a chopper but noooooo.

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I'm using Snypirs script, but since the soldiers are playable, they won't eject on their own? Is that it? The ai units eject and move, i eject, but the playables won't.

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I'm using Snypirs script, but since the soldiers are playable, they won't eject on their own?  Is that it?  The ai units eject and move, i eject, but the playables won't.

Just a thought. Did you read through the responses and comments on snYpir's page to see if anyone mentioned a silimar problem?

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Well, I browsed through it real fast before, but now that i've looked at it again I see someone has had the same problem. I'm going to do what they've been told to do and see what happens.

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I had this problem too - I was the group leader and nobody was getting out. IIRC I solved it by defining the group as "mygroup" and adding this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"unassignVehicle _x" foreach units mygroup

Right after the #doexit tag and before the actual exit command in land_chopper.sqs

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well since there human players cant u just tell them to get out when chopper lands..  wink_o.gif

^^ oh.. i think u have to swich the engine of the chopper off before they get out.. happens all the time with me...

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Please, please, no more!  I've had all i can take.  Someone please get on msn, let me send you this thing.  You get my men out of this chopper and Ill be grateful for a script that works.  Everybody keeps on talking like "it works for me" blah blah blah.  It doesn't work and the fixes mentioned I have tried and it still doesn't work.  Please hook this up, please.  I am so angry.  my msn is chambersburg_00@hotmail.com  I just want the friggin ai to get out the damn chopper when they're playable, understand this matty r, what if we need extra men for the mission who happen to be ai, and they won't eject, you tell them to and the chopper flies off to a new spot for them to eject but they're falling out the sky and landing on their face.  Imagine that!  I'm so pissed off right now. I even made a test mission before putting it into this one, moved all the scripts over and everything. The whole procedure worked on the test mission on desert island, moved it to nogova and they are being @$$holes.

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Cmon man, somebody volunteer to help. Everybody wants missions, im trying to make one, so far though ive been given solutions, none of them have been able to help it, one of ya'll has to take an extra step and try to get this mission. I thought ya'll wanted missions? If I can figure this out forever, ill even write a correct tutorial, so that everyone can do it, like ya'll don't.

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A step by step example of something -working- (just tested)

-Create a chopper , name it HELI1 , set its special to Flying

-Create a group , make yourself as the leader and make all the other "playable".

-In the init line of the group leader, put

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TEAM1=group this; "_x moveincargo HELI1" foreach units TEAM1

This way, you have named your group TEAM1 and teleported the whole group in cargo of the chopper.

-Create , where you want the insertion point to occur an Empty -> Object -> invisibleH

-Create , where you want the chopper to go landing after the TEAM1 has been inserted, another Empty -> Object -> invisibleH , name this object GOTHERE

-Create a MOVE waypoint for the chopper that arrive very near the insertion point (the first invisibleH)

In the On Activation part, type

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">HELI1 land "land"

this way, the chopper will land when it will reach the trigger (and the invisibleH is there to "help" the AI to land exactly where you want)

-Create a Trigger, in the line Condition, type

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos HELI1 select 2) < 1

and at the line On Activation, type (or better, select the following, press CRTL and C , then click on the line On Activation in OFP and press CTRL and V to copy/paste)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cmd="EJECT"; "_x action [cmd,HELI1]" foreach units TEAM1; "unassignVehicle _x" foreach units TEAM1; HELI1 domove getpos GOTHERE

this way, the trigger will activate when the altitude of the chopper will be inferior to 1 meter.

Then it will eject everyone from the chopper (the unassignvehicle is there to prevent any AI wanting to board the chopper again on his own)

After that, the chopper is ordered to move , without waypoint, to the position of the away invisibleH

-Finally create a trigger (the 2nd invisible H must be inside the trigger).

On the line On Activation, type

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">HELI1 land "land"

press F2 (or click on Group) and draw a line between the chopper HELI1 and this trigger, so the trigger will be activated ONLY if the chopper named HELI1 will come inside this trigger

Then it will land (again the invisibleH will help the AI to land exactly where you want).

Follow this step-by-step tutorial, it works, at least offline, as MP editing can be strange.

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Roger

Edit: Okay okay it works. I will return if I can't get my men onto the chopper before it leaves, I hope snypirs method works in that department too, if not, we'll be talking again sanctuary. By the way, I'm sending that into ofpec upon mp testing. It's very simple, short, and works one hundred percent.

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