mdh 0 Posted April 12, 2007 Greetings all. Apologies if this is a dupe, I know there is a similar post somewhere in here but the search gods are not being kind :/ I am creating a dawn helo insertion mission (mixed blackhawks and little birds) into Badango but I am running into a few issues ensuring that the helos (little birds specifically) stay low and fly between buildings to their insertion points. So far I have it working but it is incredibly fragile. Problem 1: Is there any method to stop helicopters jumping up to 50m from low level when encountering a TR UNLOAD waypoint? Problem 2: Is there a simple sane mechanism to reduce the radius for triggering a waypoint by helicopters, which is too excessive for getting an accurate flight path. So far I have had to extend the waypoint prior to the TR UNLOAD point ~100m past the landing zone so that it triggers at the right point, but this is amazingly ugly. Also this only works when the helicopter is moving in "Safe" mode. Any ideas are appreciated. Share this post Link to post Share on other sites
Heatseeker 0 Posted April 12, 2007 Its impossible to fully control the a.i.'s flight path, it will take you alot of trial and error and still not be 100% reliable. (I must have gone thru a flight sequence 100 times once and it still fcuked up). You should set their behaviour to careless to prevent them from freaking out if they encounter any OPFOR. You can control the altitude of the helicopter using good' oll flyinheight comand in the waypoints, decrease their speed a little before they touch down, to increase their landing precision use an invisible H . Share this post Link to post Share on other sites
mdh 0 Posted April 12, 2007 I hear you there ;-) I am using the "invisible H" and have multiple waypoints with flyInHeight commands (for approach flare and land). Problem is the waypoints trigger from too far away so it is constant trial and error fighting with min/max times... syncing with triggers is near impossible to get right too... Would be real nice to have a simple waypoint activation radius option (is this controlled by the waypoint object or the helo object?), would fix all the issues... Wonder how hard it would be to code (being new OFP/ArmA editing I wouldn't have a clue...) Share this post Link to post Share on other sites
ArmaVidz 0 Posted April 12, 2007 One thing I've been looking into is using the "unitname setVelocity [x, x, x]" function with the triggers/waypoints. Reason says if you set the velocity to a low speed in gradual triggers (2+ individual controlling triggers) the approach "should" be somewhat calculated. However, I've noticed that the setVelocity variables aren't applied until the end of the trigger's radius, and more noteably, I have no clue on the "actual" integers that are accepted for example, on choppers. I can get the chopper to come to a dead stand-still from "limited" speed approach, but it looks retarded, like the UH-60 ran into a wall haha. I think this might be a viable option to use in order to control the flight path for fast insertions. Unfortunately, I'm not versed enough yet to make it work. Anyone with setVelocity info and speed info on the vehicles in ArmA.... Share this post Link to post Share on other sites
mdh 0 Posted April 13, 2007 I stumbled upon this over at armaholic.com http://www.armaholic.com/page.php?id=797 Looks quite interesting, though havent tested it yet. Loops calculating required velocity vectors after working out distance vectors to a given target point, then uses setVelocity (at least thats what I gather from reading through the scripts, I'm still not fully up to speed on syntax etc) Will have to have a play with it... would still prefer control over waypoint activation radius but this may work around it in the short term... Share this post Link to post Share on other sites