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Brood

Chopper Extract

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I've been looking everywhere, I registered last night and did numerous searches. But in every single thread I got the idea that choppers are generally not working properly at the moment?

- Radio Alpha trigger (done)

- Pilot gets into chopper (is standing next to it)

- Takes off from main base H

- Proceeds to players position

- Lands and loads players group

- Takes off from LZ (invisible H with setp getp?)

- Proceeds to land back at H in main base

- Pilot gets out

- If chopper is destroyed, it respawns back at base in 10 minutes (done)

I have the respawn and radio trigger done.

I was hoping to use a setpos getpos to land the chopper at an invisible H at the player's crosshairs. Is this possible?

I'm fairly new to this, I've read many threads and gone through tutorials and the biki. Truth is I'm a game artist, not a coder. So is it possible for a step by step?

Cheers, thanks for any assistance

Brood

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I have had some troubles using an empty chopper with pilot on the side, but not when using an already occupied chopper.

However, this requires a couple of additional waypoints.

Always try the landing zone to check if the pilot is happy with it.

Always use *visible* H's until you are sure everything works ok. The chopper should break at the breaking point (last move waypoint before the load/unload waypoint) and then slide gently while descending to land perfectly on the 'H'.

If you are leader of the group, I think you may need to enter the chopper last.

Here is a system that seems to work for me using an occupied chopper. C indicates a Chopper waypoint. S indicates a Squad waypoint. | --- | indicates a synch line (F5)

Squad left of divider | Chopper right of divider

| C00-GET OUT

| C01-MOVE (synched to radio trigger or whatever)

| C02-GET IN (on top of chopper)

| C03-MOVE (close, controls liftoff angle)

S00-MOVE | C04-MOVE (some inbetween waypoint if needed)

S01-MOVE | C05-MOVE (close, controls prebraking)

S02-GET IN (some distance away from the 'H') | --- | C06-LOAD (close to the 'H' but not ontop of it)

| C07-MOVE (close, controls liftoff angle)

| C08-MOVE (some inbetween waypoint if needed)

| C09-MOVE (close, controls prebraking)

S03-GET OUT (some distance away from the 'H' | --- | C10-UNLOAD TRANSPORT (close to the 'H')

S04-MOVE | C11-MOVE (close, controls liftoff angle)

| C12-MOVE (some inbetween waypoint if needed)

| C13-MOVE (close, controls prebraking)

| C14-GET OUT

| C15-MOVE (or whatever)

The MOVE waypoints to control liftoff, braking, and inbetween waypoints are just placeholders. Depending on topography you might not need any of them at all.

In some cases it miay me neccessary to place a "spare" 'H' that the chopper may use if the other 'H' is crowded. He will then lift off again when he's unable to land, slide over to the other one and try to land there instead.

Finally, when everything has been proven to work 50 times or so, change the visible H's to invisible ones.

For multiple choppers, use even more helipads that you know will work. But so far, I haven't grouped my transport choppers.

I'm also a complete newbie in the editor, but I feel I've become friends with the chopper system -- although very frustrating in the beginning...

Hope it helps. Hope I get some work to do soon :)

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So is it not possible to have a dynamic extract?

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I dont know if it can be done with the player crosshair but you can use the map and the onsingleclick command.

This is a script I posted for that command. You will have to change some code to make it work fo a chopper extract.

http://www.flashpoint1985.com/cgi-bin....t=61760

Aha, well that's setting me on the right path biggrin_o.gif.

I'll see what I can do and post back in a couple of days with any further problems smile_o.gif. Getting the chopper to land at the marker is going to be the major problem for me though >.<.

Cheers

Brood

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Too do the way I made my extraction you would need to change some stuff... altho here it goes: Create a chopper on a flat area and name it Blackhawk (special: none). You need 3 scripts to make this working nicely: Open your notepad and copy paste the following code:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~3

radiocall setTriggerText "Extraction"

called=false

radiocall setTriggerText localize "STR_T03t01"

~6

~0.1

Player sidechat "Requesting immediate extraction!"

~4

Chopperr sidechat "Roger we are on our way."

@blackhawk distance player <300

Chopperr sidechat "Mark your position with smoke OVER."

evac=true

player addMagazine "smokeshellgreen"

player addEventHandler ["fired",{_this exec "smoked.sqs"}]

@smoked

blackhawk flyinheight 1

@ (player in blackhawk)

blackhawk flyinheight 30

inblack=true

exit

Save it as brief.sqs

Now make another script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shell = nearestobject [_this select 0, _this select 4]

~4

heli setpos getpos _shell

smoked=true

blackhawk land "GetIn"

#loop

~2

?inblack: goto "konec"

blackhawk engineOn true

goto "loop"

exit

Then make another script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Blackhawk domove position Heli1

~30

Blackhawk land "land"

Blackhawk flyinheight 1

call this xtra.sqs (oh and dont forget sqs should be the file type)

Ok so now make a trigger called Extraction activated by alpha and in text type Extraction. In activation type:

this exec "brief.sqs"; Blackhawk doMove position player

Ok and now create another trigger activated by none present and in condition type: player in blackhawk

In activation type: {_x in Blackhawk} count units player == {alive _x} count units player

create a helipad in "base" called heli1 and another one called heli (it doesent matter where you put "heli". Heli should be invisible)

Create another trigger activated by none present

in condition type: {_x in Blackhawk} count units player == {alive _x} count units player

In activation type: this exec "xtra.sqs"

Now your chopper will upon called move to your position and wait for you too pop a smoke. Once you have poped the smoke it will land and when you AND your group are in it will move to heli1 (base) and land their. It will keep engine on after landing.

Hope this helps. whistle.gif

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Too do the way I made my extraction you would need to change some stuff... altho here it goes: Create a chopper on a flat area and name it Blackhawk (special: none). You need 3 scripts to make this working nicely: Open your notepad and copy paste the following code:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~3

radiocall setTriggerText "Extraction"

called=false

radiocall setTriggerText localize "STR_T03t01"

~6

~0.1

Player sidechat "Requesting immediate extraction!"

~4

Chopperr sidechat "Roger we are on our way."

@blackhawk distance player <300

Chopperr sidechat "Mark your position with smoke OVER."

evac=true

player addMagazine "smokeshellgreen"

player addEventHandler ["fired",{_this exec "smoked.sqs"}]

@smoked

blackhawk flyinheight 1

@ (player in blackhawk)

blackhawk flyinheight 30

inblack=true

exit

Save it as brief.sqs

Now make another script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shell = nearestobject [_this select 0, _this select 4]

~4

heli setpos getpos _shell

smoked=true

blackhawk land "GetIn"

#loop

~2

?inblack: goto "konec"

blackhawk engineOn true

goto "loop"

exit

Then make another script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Blackhawk domove position Heli1

~30

Blackhawk land "land"

Blackhawk flyinheight 1

call this xtra.sqs (oh and dont forget sqs should be the file type)

Ok so now make a trigger called Extraction activated by alpha and in text type Extraction. In activation type:

this exec "brief.sqs"; Blackhawk doMove position player

Ok and now create another trigger activated by none present and in condition type: player in blackhawk

In activation type: {_x in Blackhawk} count units player == {alive _x} count units player

create a helipad in "base" called heli1 and another one called heli (it doesent matter where you put "heli". Heli should be invisible)

Create another trigger activated by none present

in condition type: {_x in Blackhawk} count units player == {alive _x} count units player

In activation type: this exec "xtra.sqs"

Now your chopper will upon called move to your position and wait for you too pop a smoke. Once you have poped the smoke it will land and when you AND your group are in it will move to heli1 (base) and land their. It will keep engine on after landing.

Hope this helps. whistle.gif

confused_o.gif this script is part of training mission T03_Squad_leader.Sara, it work but not really complete.

copy and past

also u forget the sringtable.txt

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

LANGUAGE,"English","French","Spanish","Italian"

STR_T03t01,"Call for extraction.","Demandez l'extraction.","Pide evacuación.","Richiedi estraz."

biggrin_o.gif

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Yes it is taken and edited from the training. Altho nothing i forgot as everything works for me. BTW that sound never get activated nor does it give an error. In other words you can simply use it a s it is.

It is modfied tho.

firefoxlover.gif

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Ive been trying to add this into my mission, however when i create the trigger which has the activation "{_x in Blackhawk} count units player == {alive _x} count units player"

I get an error "Type Bool, expected Nothing"

Also you didn't mention what to call the second script thanks. Edit, found out its called smoked.sqs

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