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kocrachon

Helicopter wont stop?

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I did a search and found some help but it still isnt working.

I have a helicopter that is flying to an invisible helipad to pick up some units and a meeting spot.

I am trying to do this all with out ANY waypoints on the units since the players are all controlled by humans (except the helicopter).

Right now I have a waypoint that says this...

bird1 land "GET IN"; dostop bird1; bird1 stop true

I then have a trigger that says this

({ (not (_x in bird1)) and (alive _x) } count (units (unit1))) == 0;

each of my soldiers in my squad have the unit1 = group this.

Now to the problem.

My helicopter will land on the invisible helipad just like I asked. However, when ever any one of the single units gets in, the helicopter takes off! It doesn't wait for all of the units to get it.

if I do the condition like this.

(soldier1 in bird1) AND (soldier2 in bird1)

If I do that, then if soldier2 dies the helicopter will never take off. I want to do be able to do this with out executing a script. Isnt there a way to do this in the init line so that the helicopter doesn't leave everyone behind with out using commands or waypoints?

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Why not use waypoints, they should work fine with players.

However, try this expression to check if all players have entered the chopper:

(count assignedCargo bird1) >= (count units unit1)

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There has always been a bit of trouble doing helicopter pick-ups, but I always managed to work it out with a few tweaks here and there. Try synchronising the soldier's board waypoint to the chopper's waypoint before its load waypoint.

Also you can try 'flyinheight 5' or similar then tell it to fly at normal height when the soldiers are aboard.

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Really guys, get used to actually reading a persons question before typing in some random answer.

He's not having issues getting the chopper to land, just a problem with telling the chopper when to continue and when not.

ps.: This is like an troubleshooting thread, where you get suggested 3 times to check your router even though you already stated clearly in the very first post that the router is no the problem.

Sorry, I just can't stand it. Nothing personal.

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Change:

"GET IN"

to

"GETIN"

The command was changed in ArmA 2.

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Why not use waypoints, they should work fine with players.

However, try this expression to check if all players have entered the chopper:

(count assignedCargo bird1) >= (count units unit1)

I hate using waypoints because they are restrictive. I also hate waypoints because most of my clan are a bunch of older men who cant/wont understand the command structure so I need to make missions as plain and easy as possible.

Unfortunately this change did not work either.

Change:

"GET IN"

to

"GETIN"

The command was changed in ArmA 2.

Actualyl makes things worst, because now when the UH-1 lands, it shuts off its engine as well and it still left after the first person with that change. "GET IN" still made it land just fine and kept its engine on.

EDIT

I found out that the reason the UH1 is still moving has nothing to do with this code.

({ (not (_x in bird1)) and (alive _x) } count (units (unit1))) == 0;

That check works fine. For some reason the stop commands are not stoping the UH1. Even if some one NOT in the squad gets in it first it takes off. So for some reason I need to find a way to KEEP it stoped after it lands.

---------- Post added at 05:58 PM ---------- Previous post was at 05:26 PM ----------

man NOTHING stops this helicopter. I even did disableAI move. There is NO CHECK for it to start moving again. It should be sitting on the helipad forever, even if my squad is in it, it should sit there.

But it doesn't... it keeps flying away when some one gets in.

In one command line i have dostop, stop, commandstop, disableai move. What the heck is it gonna take to make this thing freaking stop?

Edited by Kocrachon

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aren't the dostop and disableai move and so on more made for foot soldiers than vehicles?

try with syncornizing the get in waypoint from the soldiers with the choppers load waypoint? Thats how I usually do it.

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aren't the dostop and disableai move and so on more made for foot soldiers than vehicles?

try with syncornizing the get in waypoint from the soldiers with the choppers load waypoint? Thats how I usually do it.

I need to do this -with out- waypoints. I have this based on an evolving battlefield where the situation can/will change based on probability of presence. So waypoints will not work well.

I am also working with a group of old men (well, 50ish), who also dont want to be hassled with learning the command structure (telling them to mount and so forth).

I just need to have the helicopter land, stay landed, until told to move again..

Why is this so hard to accomplish.

Also with out the dostop command, the helicopter touches town but takes right off. With it, the helicopter at least touches down and waits for at least one person to get in... now to make it wait for all 4 people in my squad to get in.

Edited by Kocrachon

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I believe it is a new problem with ArmA 2.

Back in ArmA 1 if you combined dostop with stop it fixed the problem, but yeah its still doing it for me too.

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Ok, I just tried doing it with the waypoint way of a getin waypoint synced with the helicopters load waypoint.

The problem is the same thing.

One player gets into the helicopter, and it takes off with out the rest.

Again I need to think of a way to get all of the units in the helicopter with out needed to use the mount command due to the people I play with.

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Add this bevore the "GETIN" part:

"HeliHEmpty" createVehicleLocal getPos bird1;

I had the same problem with a extraction script i was working on.

Adding the "HeliHEmpty" bevore the helicopter get's his "LAND" "GETIN" order did fix my problem.

Try it. ;)

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Add this bevore the "GETIN" part:

"HeliHEmpty" createVehicleLocal getPos bird1;

I had the same problem with a extraction script i was working on.

Adding the "HeliHEmpty" bevore the helicopter get's his "LAND" "GETIN" order did fix my problem.

Try it. ;)

But there is already an emptyh on the ground where I have it designated to land... placed there in the editor itself...

Also, I am trying to do this all off of waypoint on activations and trigger activations.

Edited by Kocrachon

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Here is a temporary fix for you.I created the helicopter with a single waypoint, which is the dostop, land get in waypoint. Since there are no other following waypoints, even when all of the soldiers get in it, it stays there, engine on, and waiting. I then created a trigger like this.

condition

({ (not (_x in helo1)) and (alive _x) } count (units (squad1))) == 0; 

activation

_waypoint = helo1 addWaypoint [getMarkerPos "wp", 0]; [helo1, 2] setWaypointType "MOVE"; helo1 setCurrentWaypoint [helo1, 2]; 

After your guys load up, it creates a waypoint and the helicopter will then head to that waypoint.

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That does work as a basic fix but I have a problem with that because my helicopter goes from on drop to the next to the next. My men are picked up and taken to another mission then droped off, and picked up again and etc. It would be a pain created triggers to make around 10 way points or so.

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I know this doesnt help your current topic of inquiry but Armed Assault 2 has a dynamic transport function. Here is my thread about making it work.

http://forums.bistudio.com/showthread.php?t=74166

in case you hadnt seen it of course.

I mention it because since your all players this is a really nice function. You have an assigned bird to pick you up wherever you choose and bring you to wherever you choose next. So it will land on your location, and not take off until you order it to. This function works with other vehicles as well. No need for invisible H's and it makes it more realistic because now you have to clear your LZ and call in a chopper.

Just a suggestion to make your mission that much more dynamic :D

Other than that, ive struggled with your same problem countless times and never really gotten it to perfectly execute what i want it to do in Arma 2. So I desperately tried to find a good way to get it right and the bis transport system works perfectly for this.

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It sounds good, but how would I make it so that it is only available when I want it to be?

Also some times I just want it to be as simple as the UH60 or UH1 to come to pick us up to take us home. Which is why i want to get this script to work right.

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I'm an ArmA 2 Editor noob. I've only just worked out how to make a squad spawn in a flying vehicle. :shame:

I've set a basic non-script Waypoint for an MV-22 and my squad to "GET OUT" at a location, and it worked. So I copy and pasted my squad and the MV-22 and had 3 landing simultaneously. No problems again. They land, get out, and group up ready for orders.

I added a few enemies WAY off in the distance, that slowly make their way to a town that we have to take from Insurgents, so they act as reinforcements in a way, but now that enemies are on the map the MV-22 refuses to land. It just spirals and loops further and further away from the point I ask it to land.

When issuing the command in game for ALL to DISMOUNT on the spot, they sometimes say "ROGER", and do it, sometimes say "ROGER" and don't, and sometimes just say "NEGATIVE" and carry on flying around until they get shot down by small arms.

The annoying thing is, sometimes the 2 AI units land fine and are waiting there for my unit to land and synchronise.

Not sure if I should've made a new thread for this, but you all seem to be on the topic of making aircraft land and I'm willing to branch out into scripts, so can anyone suggest anything to try? :shrug:

Maybe a script to force landing?

Thanks.

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