Nightjay0044 1 Posted November 20, 2005 Heres what i did: 1) Created a group named it (team1) 2) Created a chopper named it (heli) 3) Gave the chopper waypoints and then an execution for a script at the desired place i want the chopper to paradrop the group. 4) I coded the group to all be in the chopper at the start of the mission also the pilots command the chopper by themselves seperate from the group.. 5) MY PROBLEM~ is that the beginning of the mision the chopper just starts it's engine and hovers in the air. 6) Also I have a trigger syncronized to the chopper via radio click. (the chopper just stays there in the air waiting to be called in). 7) What I want is for the chopper to stay put on the ground with the troops in the chopper waiting for the player to call them in without the chopper hovering in the air. QUESTION: How do I do this? Thanks all. Share this post Link to post Share on other sites
sanctuary 19 Posted November 21, 2005 A chopper can't fly without fuel So knowing this, add in the init line of your chopper <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">choppername setfuel 0 And in your radio trigger a <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">choppername setfuel 1 Of course choppername is the name of your helicopter. It should do the trick Share this post Link to post Share on other sites
hardrock 1 Posted November 21, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">helo setFuel 0 and later on <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">helo setFuel 1 shouldn't matter, as long the player isn't the pilot and the pilot isn't in the player's group. Edit: Damn you Sanc! Share this post Link to post Share on other sites
Nightjay0044 1 Posted November 21, 2005 Hey thanks a ton guys this solved my problem, no the chopper stays, good boy. Now I don't have to do this anymore. Share this post Link to post Share on other sites
Nightjay0044 1 Posted November 21, 2005 HI, me again, another issue with the chopper. Man this chopper thing just isn't cooperating with me today. Anyway, here's my problem. 1) I created the chopper. Gave the chopper 3 waypoints. 2) The 1st waypoint I put this code in the "on activation" field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">heli flyinheight 150 3) On the choppers 2nd waypoint, I put this execution line in the "on activation" field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[heli,team1] exec "eject.sqs" 4) Also here is the current script I'm using for the ejection part. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_heli = _this select 0 _jumper = _this select 1 _aunits=units _jumper _i=0 _j=count _aunits #HERE (_aunits select _i) action["eject",_heli] unassignvehicle (_aunits select _i) _i=_i+1 ~1 ?_j>_i:goto "HERE" exit 5) My problem is~ the chopper just goes in circles at the 2nd waypoint and doesn't paradrop the troops. What am I doing wrong? Thanks guys. Share this post Link to post Share on other sites
pazuzu 21 Posted November 22, 2005 When aircraft fly that high they have a hard time going through their waypoints. Try a lower flyinheight setting Share this post Link to post Share on other sites
Nightjay0044 1 Posted November 23, 2005 pazuzu~ Hi, thanks man, yes that did the trick. Now they parardop. Woohooo. Now I can move on. Share this post Link to post Share on other sites