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Heli lands in one, particular spot

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first of all screen:

th_armaproblemnINb.jpg

Case seems to be quite easy - heli lands on the end of pier then some guy run to it and embark as cargo. Well its not.. Pier is not a solid ground but object. When i put waypoint on in with 'land' command, heli lands but on the nearest flat, solid ground. The guy is not moving at all. What is exact command to make heli land on the end of pier and guy run to it? It seems that waypoints should be one, fixed heigh. Ive tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[unitname,1] setWPPos [(getWPPos [unitname,1] select 0),(getWPPos [unitname,1] select 1),50]

but its not working. I have 'need a group' (or sth like that) error, no matter if i use unit's name or leader of a group name

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Have you tried the invisible H? Thats what its there for, to force the helicopters to land with more precision smile_o.gif .

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AI won't land on objects, you'll have to use flyinheight to force them to the ground when they're hovering over it.

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Have you tried the invisible H? Thats what its there for, to force the helicopters to land with more precision smile_o.gif .

yes, ive tried and its not working

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Hay I thought I could help out here, I am new myself, but this works.

I wrote this today after seeing your post.

Copy and Paste this in to a notepad, save as "Loander.sqf" in a new folder in your Missions folder called "Whatever.Chernarus".

_LHth = GetPos player Select 2;

_LHHl = GetPos Helo1 Select 2;

hint "start";

while {_LHHl > _LHth} do

{

_LHHl = _LHHl -1;

Helo1 Flyinheight _LHHl;

};

Sleep 6;

Helo1 action ["engineOff", Helo1];

Copy this and save it as "mission.sqm" in that same folder.

version=11;

class Mission

{

addOns[]=

{

"cacharacters2",

"chernarus",

"CAAir"

};

addOnsAuto[]=

{

"cacharacters2",

"CAAir",

"chernarus"

};

randomSeed=6634123;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

class Groups

{

items=2;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={7022.2368,6.0199947,2183.4451};

azimut=281.58401;

special="NONE";

id=0;

side="WEST";

vehicle="USMC_Soldier_SL";

player="PLAYER COMMANDER";

leader=1;

rank="LIEUTENANT";

skill=0.82744098;

};

};

};

class Item1

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={6682.8032,0.38320601,1753.6061};

azimut=81.080101;

special="FLY";

id=1;

side="WEST";

vehicle="MH60S";

leader=1;

skill=0.60000002;

text="Helo1";

};

};

class Waypoints

{

items=1;

class Item0

{

position[]={7027.2754,0.23017782,2231.3352};

expActiv="DoStop This;";

class Effects

{

};

showWP="NEVER";

};

};

};

};

class Sensors

{

items=1;

class Item0

{

position[]={6996.772,6.0193253,2189.146};

activationBy="MEMBER";

interruptable=1;

type="SWITCH";

age="UNKNOWN";

idVehicle=1;

expActiv="This = ExecVM ""Lander.sqf"";";

class Effects

{

};

};

};

};

class Intro

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=9063056;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

class OutroWin

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=9776974;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

class OutroLoose

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=1771663;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

Load game and see what I have going on.

You will ALWAYS have to have the WP at which the Helo is to land Past the intended Landing Zone, Which is 50m, The outer ring of the Trigger is a good indication of where the actual WP should be, just past the center of the Trigger is the intended landing zone.

It will not matter what direction the helo comes from, it only matter that it path crosses the center of the trigger.

Good luck had fun, find any improvements, please share!..

Thanks.

Helo1 Lands on Dock, Or any Exact location you want.

Hay I thought I could help out here, I am new myself, but this works.

I wrote this today after seeing your post.

Copy and Paste this in to a notepad, save as "Loander.sqf" in a new folder in your Missions folder called "Whatever.Chernarus".

_LHth = GetPos player Select 2;

_LHHl = GetPos Helo1 Select 2;

hint "start";

while {_LHHl > _LHth} do

{

_LHHl = _LHHl -1;

Helo1 Flyinheight _LHHl;

};

Sleep 6;

Helo1 action ["engineOff", Helo1];

Copy this and save it as "mission.sqm" in that same folder.

version=11;

class Mission

{

addOns[]=

{

"cacharacters2",

"chernarus",

"CAAir"

};

addOnsAuto[]=

{

"cacharacters2",

"CAAir",

"chernarus"

};

randomSeed=6634123;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

class Groups

{

items=2;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={7022.2368,6.0199947,2183.4451};

azimut=281.58401;

special="NONE";

id=0;

side="WEST";

vehicle="USMC_Soldier_SL";

player="PLAYER COMMANDER";

leader=1;

rank="LIEUTENANT";

skill=0.82744098;

};

};

};

class Item1

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={6682.8032,0.38320601,1753.6061};

azimut=81.080101;

special="FLY";

id=1;

side="WEST";

vehicle="MH60S";

leader=1;

skill=0.60000002;

text="Helo1";

};

};

class Waypoints

{

items=1;

class Item0

{

position[]={7027.2754,0.23017782,2231.3352};

expActiv="DoStop This;";

class Effects

{

};

showWP="NEVER";

};

};

};

};

class Sensors

{

items=1;

class Item0

{

position[]={6996.772,6.0193253,2189.146};

activationBy="MEMBER";

interruptable=1;

type="SWITCH";

age="UNKNOWN";

idVehicle=1;

expActiv="This = ExecVM ""Lander.sqf"";";

class Effects

{

};

};

};

};

class Intro

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=9063056;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

class OutroWin

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=9776974;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

class OutroLoose

{

addOns[]=

{

"chernarus"

};

addOnsAuto[]=

{

"chernarus"

};

randomSeed=1771663;

class Intel

{

startWeather=0.25;

forecastWeather=0.25;

year=2008;

month=10;

day=11;

hour=9;

minute=20;

};

};

Load game and see what I have going on.

You will ALWAYS have to have the WP at which the Helo is to land Past the intended Landing Zone, Which is 50m, The outer ring of the Trigger is a good indication of where the actual WP should be, just past the center of the Trigger is the intended landing zone.

It will not matter what direction the helo comes from, it only matter that it path crosses the center of the trigger.

Good luck had fun, find any improvements, please share!..

Thanks.

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You might wanna post this in the ArmA2 section, considering that the reply before yours is almost 4 years old.:laugh:

Edited by ziiip

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