Chomps 0 Posted January 29, 2002 I'm making a mission where the chopper that transports the player goes down (in enemy territory, naturally) and the first thing I have to figure out is how to make the chopper go down without the player and a select few of the AI teammates not getting killed. I also don't want to use parachutes. Basically, how do I create a controlled helicopter crash that doesn't automatically kill all of the occupants? I don't need step by step instructions, just any hint would be helpful, thanks. Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry. Share this post Link to post Share on other sites
Placebo 29 Posted January 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chomps @ Jan. 29 2002,01:26)</td></tr><tr><td id="QUOTE">Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry.<span id='postcolor'> "Hack Dawk Blown" instead? Share this post Link to post Share on other sites
Chomps 0 Posted January 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (placebo @ Jan. 29 2002,02:41)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry.<span id='postcolor'> "Hack Dawk Blown" instead? <span id='postcolor'> Well, I was thinking more along the lines of "Black Hawk Dawn" and then set the mission at dawn, but then people would think it was a typo. Share this post Link to post Share on other sites
-TFF- NEO 0 Posted January 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chomps @ Jan. 29 2002,02:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Oh, and by the way, I'm not naming the mission "Black Hawk Down" so don't worry.<span id='postcolor'> "Hack Dawk Blown" instead? <span id='postcolor'> Well, I was thinking more along the lines of "Black Hawk Dawn" and then set the mission at dawn, but then people would think it was a typo.<span id='postcolor'> LOL, nice Share this post Link to post Share on other sites
4ntifa 0 Posted January 29, 2002 Uh, this is a difficult one. Making the chopper land and then turning off the engines at a sufficiently low height would do, but it wouldn't look enough like a crashlanding. The flyInHeight command could work, but the comref says it has to be over 50. Using dozens of setPos commands each moving the chopper a bit lower would be a really cumbersome solution. Awgh. This is difficult stuff! Share this post Link to post Share on other sites
Chomps 0 Posted January 29, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (4ntifa @ Jan. 29 2002,08:53)</td></tr><tr><td id="QUOTE">Uh, this is a difficult one. Making the chopper land and then turning off the engines at a sufficiently low height would do, but it wouldn't look enough like a crashlanding. The flyInHeight command could work, but the comref says it has to be over 50. Using dozens of setPos commands each moving the chopper a bit lower would be a really cumbersome solution. Awgh. This is difficult stuff!<span id='postcolor'> I tested it, the comref is wrong. I set a trigger to set the flyinheight to 0. As soon as it was activated the chopper descended rather quickly and eventually scraped the ground with its tail and exploded. This gave an excellent look of the pilot knowing the chopper was hurt and trying to bring it down for a crash landing. I also set a trigger that kills the pilot when it's very close to the ground, and that helped a lot with the look -- as it neared the ground, escaping enemy fire, something went wrong and it lost control. I configured these a bunch of different ways, but either the helicopter survives the crash entirely because it's more of a hard landing and really didn't look like it was crashing or the chopper touches down fairly gently and it still explodes. Share this post Link to post Share on other sites
whisperFFW06 0 Posted January 29, 2002 Once the chopper has crashed, the way you did it which seems nice, can't you have a trigger bound to the chopper, activated on an increase of damage (with a variable named HeloHealth, set to "HeloHealth=getDammage Chopper" in init.sqs, and a "HeloHealth<getDammage Chopper" in the condition field of the trigger), which reset the damage of the chopper and the troops to 0? Share this post Link to post Share on other sites
knightlite 0 Posted February 5, 2002 I don't have the reference in front of me but I believe there is a command to make your man invincilbe. Allowdammage or something, try flyinheight to get the chopper low then shut off it's engines so it goes down. On impact the chopper will be destroyed but have a command that 5 seconds after the chopper is dead your invincilbility is taken off. You can even use the setdammage to make the chopper look damaged but not exploded. Share this post Link to post Share on other sites
Damage Inc 0 Posted February 5, 2002 Allowdammage only works in version 1.00. It was removed in version 1.10. Share this post Link to post Share on other sites
Icabola 0 Posted February 5, 2002 -Use an empty UH60 - use getpos setpos, let say the cutscn script will place UH60+crew in 200m [0,0,200] -use assign crew (pls refer the command in manual) in that UH60... I believe you can. PS. Have you ever seen UAZ flying??? thats the answer! (Power of script!) Share this post Link to post Share on other sites
BiG_D 0 Posted February 7, 2002 This probably isn't much help, but I was screwing around being a helecopter pilot with the helecopter full and I bailed. After I floated to the ground with my handy parachute, I realized I didn't hear the chopper hit the ground. I found it in a group of trees unharmed, with no sign of the squad that was inside. It was still flyable. I think it might have slowed down when it hit the trees,like if you drive a jeep through the side of a tree your speed decreses a lot. Tried to recreate this landing but i couldn't Share this post Link to post Share on other sites
mahuja 12 Posted February 7, 2002 I've heard the explosion is caused by the fuel exploding. Try using helo setfuelamount 0 or whatever that command was named. too lazy to look it up. Share this post Link to post Share on other sites
mahuja 12 Posted February 7, 2002 that ought to shut down the engine as well. If you want the fall to be non-lethal, they'd better not be flying very high... As the impact of meeting the ground should kill if too hard. Dunno if it does. Share this post Link to post Share on other sites
mahuja 12 Posted February 7, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chomps @ Jan. 29 2002,13:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Uh, this is a difficult one. Making the chopper land and then turning off the engines at a sufficiently low height would do, but it wouldn't look enough like a crashlanding. The flyInHeight command could work, but the comref says it has to be over 50. Using dozens of setPos commands each moving the chopper a bit lower would be a really cumbersome solution. Awgh. This is difficult stuff!<span id='postcolor'> I tested it, the comref is wrong. Â I set a trigger to set the flyinheight to 0. Â As soon as it was activated the chopper descended rather quickly and eventually scraped the ground with its tail and exploded. Â This gave an excellent look of the pilot knowing the chopper was hurt and trying to bring it down for a crash landing.<span id='postcolor'> The comref gives the recommended flying height - the intention was to use this while moving. Moving at 3 meters above the ground isn't very smart. Esp. since the ai won't try to avoid trees. (this command is only an ai modifier anyway) In a pilot pickup script I made, I made a workaround for the 1.40 helo bug. It required the chopper to be over open, flat ground, and set flying alt to 0. I would set it to 1 if you can still get in with it hovering at that alt - something I never tested. For that sake, you can use 30000. Unless you're doing halo drops from there, you might go from the middle of an island and into the sea. A wonder they are still conscious up there though. (for reference, using the broken stick throttle code, I've brought helos beyond that alt several times) Share this post Link to post Share on other sites
SCA Jolly 0 Posted February 7, 2002 Uhmm... an addon so that you could type "this inflame true" and then parts of the chopper would catch fire, the chopper would descend to the ground and after 10 secs the shit blows! You haven't heard the last from me... (or Jahve) Share this post Link to post Share on other sites
daniel barnett 0 Posted February 7, 2002 fellow spammers unite! Share this post Link to post Share on other sites
Placebo 29 Posted February 7, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (daniel barnett @ Feb. 07 2002,16:54)</td></tr><tr><td id="QUOTE">fellow spammers unite!<span id='postcolor'> The only place they'll be uniting is with you in the deleted list Share this post Link to post Share on other sites