desertjedi 3 Posted October 23, 2008 I'm going through the Beginner's Tutorial at opfec.com to create my first mission and it's all going very well. I did cut back on some of the complexity though (no spy). I wanted to change the ending from a simple scoot off via zodiac to a trigger zone at sea to one where you "borrow" a Ural from the village, drive down to the southern tip of Rahmadi and a chopper will land, pick you up and simply fly off into a mission-ending trigger zone. I actually had it all working by sychronizing a move (chopper) waypoint with a get-in (player) waypoint. BTW, I'm creating the mission to be used for co-op not SP. But I noticed that if I die, there is no GET IN waypoint associated with the AI I respawn into. Also, by using the GET IN waypoint, I have this thing in my face all mission long telling me I need to go to the GET IN waypoint. I removed all player objective waypoints in the game because I don't want the players to know where they have to go to do tasks. I want them to figure it ALL out - it's a VERY simple mission. Long...story...short...I can tell the chopper to move to a certain point when all objectives are done, but is there a way to get it to land and pick me up and fly off into the moonlight without sticking a GET IN waypoint on the player? (which goes away if I die anyway). Isn't there some way to dynamically create a waypoint via trigger that I'll see after I complete the objectives and it's time to extract? I'd also like to add a wait timer on the chopper in case we are delayed and have it fly off if we don't get to the rendezvous in time. If this gets real complicated due to multiplayer and locality isssues, I'll just stick with the zodiac ending. Share this post Link to post Share on other sites
jakerod 254 Posted October 24, 2008 You could give the player a HOLD waypoint and set it to Never Show. Then make a trigger so that when all the objectives are done it activates. Set the trigger to a switch and sync it to the HOLD waypoint. This will activate the next waypoint for the player which can be a Get In waypoint. Then you sync that to a helicopter's load waypoint and the chopper should go to its waypoint land and then pick the player up. Once the player is in the chopper will move to the next waypoint. Not sure if that will work with a respawn or not though. ---- Other possibility I know a common work around to get it to land would be to make a trigger where the helicopter is supposed to land that says something like: chopper flyinheight 0; that will make it so the chopper lands and then when you want it to lift back off you make it chopper flyinheight ## ## = any height above tree line ex. 30 normally works There is an in_vehicle command or something that might help as well but I don't know how to use it correctly. Share this post Link to post Share on other sites
desertjedi 3 Posted October 26, 2008 I think I might be able to get my head around your solution by banging away at it (I'm a noob at this) but the one thing I didn't understand in your 1st paragraph is this: Quote[/b] ]Set the trigger to a switch and sync it to the HOLD waypoint. I don't know what "set trigger to a switch" means. Thanks for the reply. Share this post Link to post Share on other sites
ck-claw 1 Posted October 27, 2008 When you open a trigger,there is a drop down box 'Type' In the drop down box you can pick 'end#1' 'end#2' etc In there -there is an option called 'switch' Share this post Link to post Share on other sites
jakerod 254 Posted October 27, 2008 I think I might be able to get my head around your solution by banging away at it (I'm a noob at this) but the one thing I didn't understand in your 1st paragraph is this:Quote[/b] ]Set the trigger to a switch and sync it to the HOLD waypoint. I don't know what "set trigger to a switch" means. Thanks for the reply. What claw said. I should've been clearer on where to find that sorry. I found a link in the biki that might be able to help you too: Biki: Triggers This gives a bit more information on triggers. ---Extra information about switch trigger below--- The "switch" command tells a unit to go to the waypoint AFTER the waypoint it is 'synced' to. For example if you have waypoint 1, WP2, WP3 and WP4 and the trigger is 'synced' to WP3 then no matter where the unit following the waypoints is at in that chain he will go to WP4. He could be at WP1, WP2 or WP3 and he would still go to WP4. This is useful if you use one of the waypoints that is never 'completed' (ex. HOLD, CYCLE or GUARD). Even if a unit has 500 waypoints after a HOLD waypoint it will never leave that HOLD waypoint UNLESS given a switch trigger to make it move on. Share this post Link to post Share on other sites
desertjedi 3 Posted October 27, 2008 Thanks - that whole wiki entry called "ArmA: Mission Editor" is what I've been reading. It's so much clearer than a lot of the other "docs" I've been reading. I'll take a whack at it probably next w/e when I have some more time. What's ironic is that I just finished a work project based on triggers - but they were database triggers. If I can't figure this out, I might reverse engineer a mission that calls for a pickup from the chopper via the radio. But I'd rather do it the former way just to learn. Share this post Link to post Share on other sites