tj72 0 Posted May 16, 2007 ****UPDATED 06/26 Here is a updated chopper pickup script I have started. The script/s are enhanced greatly and the AI chopper lands and turns engine off so that problem has ben worked around. The chopper will dynamically approach your LZ based on the approaching vector. If the approach vector is the opposite direction from the chopper base to your LZ pos the chopper will fly around the side and past your pos then hook in to truly avoid whatever reason you wanted the chopper to go the long way (such as an AA battery) . If the approach vector is between LZ and chopperbase the heli will take the direct ( and quickest ) route to LZ in that case. If you dont mapclick the approach eventually defaults to the direct route. All commands are stored in action menus Player can mapclick for various approach and depart angles Player can abort pickup PLayer can also reset destination LZ during flight 6 choppers available at base. If chopper dies/busy then next available chopper is selected. Still not MP implemented yet. But I will make an update for that. Chopper will load players group and is designed for player as group leader. Chopper will not leave LZ untill entire group is boarded (no man left behind untill I maybe update that) Markers spawn and delete dynamically. Script may need minor fixes and improvements and I will make a small update for those issues first. Hopefully by weekend. PLease test and let me know how it is working for you guys. Â --------------------------------------------------- -------------------------------------------------[ Updated Chopper Pickup] Share this post Link to post Share on other sites
Flat!!! 0 Posted May 19, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;having trouble getting engine off _transport engineoff TRUE I believe the right syntax would be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;having trouble getting engine off _transport engineon false There is no such command as engineoff. Altho I have not tried your script I don't think that will work. Share this post Link to post Share on other sites
WALDRON350 0 Posted May 29, 2007 nice work mate, but i have a problem when using it on a dedicated server, basicly the helo dose not come at all, this could just be me but the only thing i changed was the uh60 to a medical uh60. any help would be great thanks Share this post Link to post Share on other sites
Taurus 20 Posted May 29, 2007 I haven't tried this one myself. But did you change the name of the replaced UH accordingly? Share this post Link to post Share on other sites
WALDRON350 0 Posted May 29, 2007 roger that mate i did some testing and the helo just takes of and flys into now were. Share this post Link to post Share on other sites
Taurus 20 Posted May 29, 2007 Then you might want to "debug" the, assuming that the chopper doesn't know which unit to pick up, and or where this unit is at. AIR_LIFT.SQS <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trnsprt = _this select 0 _unit = _this select 1 debugStuff = _unit _base = ebas01 then add another trigger for radio Bravo(or any radio which isn't used) player sideChat format["Unit to pick up? %1",debugStuff]; Perhaps you need to initiate the debugStuff variable in the init.sqs-file. e.g. ebugStuff=""; if you get "balbal Unit to pick up scalar bool loolercopter" add AIR_LIFT.SQS <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_trnsprt = _this select 0 _unit = _this select 1 debugStuff = _unit publicVariable "debugStuff" _base = ebas01 Share this post Link to post Share on other sites
WALDRON350 0 Posted May 29, 2007 I ended up with this message scalar bool array string oxofffef what eva that means i have no idea Share this post Link to post Share on other sites
Taurus 20 Posted May 29, 2007 it means "variable not defined" it should be if you put it in the init.sqs however, it might also be that _unit returns some crap which aren't useful to the game OR! That the client(you connecting to the dedicated host) doesn't know what is going on <insert towelie voice here> I'm rather clueless about client vs dedicated host scripting. We'll have to wait to see what the script-coder has to say Share this post Link to post Share on other sites
tj72 0 Posted May 29, 2007 Guys, Im working on an improved version. It is not MP compatible out of box. BUT KEEP TESTING. You guys are helping the MP end by digging into it. The first script is selecting choppers from a list. But the functionality there is incomplete..... I need to change a value in the array in case one of the choppers dies. Next version has incoming outgoing vectors with onmapsingle click. Still cant get the engineon FALSE command to work on last test. P.S. you may need to set my arrays in init using publicvar but thats just a guess. Carry on.... Share this post Link to post Share on other sites
WALDRON350 0 Posted May 29, 2007 thanks for trying any way mate i think arma needs a good reason for missions not working on dedicated servers its stupid from were im sitting Share this post Link to post Share on other sites
Taurus 20 Posted May 29, 2007 thanks for trying any way mate i think arma needs a good reason for missions not working on dedicated servers its stupid from were im sitting Well, ofp had the same f*king issues with client vs local host vs dedicated server issues. It seems BIS has settled on missions based on simple triggers TJ72 Still cant get the engineon FALSE command to work on last test. This is indeed a troublesome area. STAY OF THE GAS YOU F#¤%%@@!!!! I "tricked" the AI by doing driver heli orderGetIn false; on the last/first wp. This works sometimes, on choppers, sometimes not on vehicles(tanks) On some random occasions the driver/pilot just stay dumbfounded when he is to fly/drive his vehicle to the next wp... There should be some easy command to shut the engine off(mentioned in some posts here) to keep the driver off the gas! As... there's no reason on burning fuel on idling the engine. think of the environment and the ozone layer :'( Not to mention that the engine sound is widely spread Share this post Link to post Share on other sites
WALDRON350 0 Posted May 29, 2007 Tj72 Hi mate nice work and hope you keep it up because it makes arma more relistic when you can call for medi vac , this will finish of my mission nicely, but im sorry iv only just really started scripting so i can not be of any help mate . Share this post Link to post Share on other sites
tj72 0 Posted May 29, 2007 Im still pluggin away at it. I have had to pull some evil tricks to force the AI on this an a few other issues. Can be frustrating but once it works its a good feeling. I suspect this is a bugged command (engineon False) and will be patched so Im hoping to avoid the setfuel/other workarounds since they seem to bring new problems. But I wont hold anything up waiting for the patch! Share this post Link to post Share on other sites
tj72 0 Posted June 26, 2007 [ Updated Chopper Pickup] See first post for details. Please try it out and let me know your results. Share this post Link to post Share on other sites
WALDRON350 0 Posted July 22, 2007 well i like all the extras its nice and seems to work with no problems but one, im not sour if its just me but i can not get it to work on dedicated server. all i did was copy past folder to mpmissions Share this post Link to post Share on other sites
tj72 0 Posted July 22, 2007 Ive ben working very hard on the MP issues and they should be all taken care of. Only very recently were the issues finally worked out and Ive had succesful tests in MP dedi. I will make a new thread since the new script is called AIRLIFT (for now) or maybe ask the mods re-title this one when its ready. Right now I need testers for the script. Anyone interested in the current version of this script is free to PM me. Later on I will release the version to public when I feel its ready. Ive allready squashed one show stopper bug so the private testing is good for now. The latest versions have even more features and more failure proof code and some WP smoothing features so the chopper doesnt look like its swinging by a string when it hits its certain waypoints. Those who have shown an interest in this thread may expect a PM invite to test the current vesion. Share this post Link to post Share on other sites