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MareNostrum

Step by Step Helicopter Extraction Guide

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Ok admittedly I'm being lazy and not reading all these posts and assuming what's going on. That said, my hopefully relevant input...

If you're just trying to make a chopper pick people up, I'd advise against using the LAND command. Even if it works, it's unnecessary, all you need is a LOAD waypoint, preferably sync'd to a GET IN waypoint.

If you must use the LAND command, unless you do indeed want the chopper to land and turn off its engine (which is what the "land" argument does), you could use "GET IN" instead, which should cause the pilot to lower the chopper to hovering just above the ground, low enough for people to still get in, but keeping the engines on obviously.

Also @ Lokai: I probably just don't understand it but yes I'm avidly against using "doStop" because it hates me so I hate it too. Just use unit stop true / unit stop false.

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I'm having some problems with this myself. My situation is that I do not want to use a waypoint for the units that are going to be extracted...mainly because the units being extracted are going to be player controlled.

I want the helicopter to go to the extraction zone and wait for the units that are alive/exist to get in AND then, and only then, leave...but without waypoints for the units on the ground getting picked up.

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You can try the ' land "GET IN" ' thing I mentioned, or cant you make it so waypoints dont show but exist? idk, thought you could in the waypoint add menu.

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You can try the ' land "GET IN" ' thing I mentioned, or cant you make it so waypoints dont show but exist? idk, thought you could in the waypoint add menu.

Yeah, silly me. I got it working. This is what I did:

I placed a helicopter (named helicopter) on the map (in the landed on the ground position). First waypoint for the helicopter is HOLD (practically right on its position). Then I created a switch trigger at the Extraction site that activates once when the player/squad is present. (can also be done with a radio function instead). Then I synchronized this switch trigger and the HOLD waypoint. This causes the helicopter to stay in place without the engine running (to save fuel during a potentially long mission--unless you want to set up unlimited fuel, which can be done also) until the trigger is activated, then it moves on to the next waypoint.

After the HOLD waypoint, the next helicopter WP is LOAD (placed at the Extraction site--Helipad isn't even needed.). In the On Act. field I typed helicopter land "GET IN". This causes the helicopter to fly to the Extraction site and land in a low hover and keeps the engine on.

Then, practically right on top of this waypoint I placed a MOVE waypoint for the helicopter and typed into the Condition field, ((!alive unit1) OR (unit1 in helicopter)). My soldier's name being unit1, of course. This waypoint ensures that the helicopter does not fly too far away the Extraction area AND forces it to determine if the units that are to be extracted are alive or dead and if they are alive whether or not they are loaded. If they are alive and loaded it leaves. If they are alive and not loaded it waits. If they are dead it leaves.

Again, I did not need a helipad object and...I also did not use the flyinheight command for the helicopter. I found those two items to be unnecessary.

No waypoints for the group on the ground needed either.

I hope my experience here helps some others here.

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Cool yea glad it worked for ya. A lot of people know they can use land "LAND" but doesn't seem its too widely known for the other arguments you can use like "GET IN". It's pretty useful :)

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To ease up the "checking for people !alive or in the chopper" a more elegant way would be:

{alive _x} count (units group player) == {_x in chopper} count (units group player)

feel free to substitute the (units group player) for any array of units you want to check ie.

(units group soldier1), or [soldier1, soldier2, soldier3] etc...

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The only success I've had now is that I made the helicopter start from the ground, instead of in AIR, and for some reason that makes it work and actually fly and do everything. For some reason though, it is being very questionable about the checking for players being dead or alive. I've had half my squad get in it and then it takes off and whenever it does something weird like that it just flys in random directions till it stops and hovers. I've only got it to work once and fly the right direction...I am stilling using the dostop command and that is working fine..just..everything after that is being dumb.

---------- Post added at 12:02 AM ---------- Previous post was at 12:01 AM ----------

I'll try that PJ because its being very sketchy on that part with the big long script. (long since I have 8 units in my squad)

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I'm thinking of creating the waypoints in script, what I've found so far is that once the chopper has landed and there are no more waypoints in never moves.

The Idea is once everyone is on board call a scripted waypoint so it can move off.

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Hey guys and gals...not sure if this has been figured out yet. I see that some are having problems with the chopper not leaving after it inserts troops. It just sits there with engines off.

Try using a distance code: unit1 distance chopper1 > 20; Put this in the first 'move' way point after the chopper lands and when unit1 or the player in this case gets more than 20m from the bird it takes off and follows it's waypoints.

Other option it to attach the 'distance' code to a game logic. This seems alot easier than having the bird count men or seeing if they are in cargo anymore.

Anyway, it works for anyone still looking for a solution.

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Yeah, silly me. I got it working. This is what I did:

I placed a helicopter (named helicopter) on the map (in the landed on the ground position). First waypoint for the helicopter is HOLD (practically right on its position). Then I created a switch trigger at the Extraction site that activates once when the player/squad is present. (can also be done with a radio function instead). Then I synchronized this switch trigger and the HOLD waypoint. This causes the helicopter to stay in place without the engine running (to save fuel during a potentially long mission--unless you want to set up unlimited fuel, which can be done also) until the trigger is activated, then it moves on to the next waypoint.

After the HOLD waypoint, the next helicopter WP is LOAD (placed at the Extraction site--Helipad isn't even needed.). In the On Act. field I typed helicopter land "GET IN". This causes the helicopter to fly to the Extraction site and land in a low hover and keeps the engine on.

Then, practically right on top of this waypoint I placed a MOVE waypoint for the helicopter and typed into the Condition field, ((!alive unit1) OR (unit1 in helicopter)). My soldier's name being unit1, of course. This waypoint ensures that the helicopter does not fly too far away the Extraction area AND forces it to determine if the units that are to be extracted are alive or dead and if they are alive whether or not they are loaded. If they are alive and loaded it leaves. If they are alive and not loaded it waits. If they are dead it leaves.

Again, I did not need a helipad object and...I also did not use the flyinheight command for the helicopter. I found those two items to be unnecessary.

No waypoints for the group on the ground needed either.

I hope my experience here helps some others here.

This seems like a great way to create an extraction for SP / Player controlled Units.... Plan to test it out tonight.....

Thanks

---------- Post added at 09:04 PM ---------- Previous post was at 08:13 PM ----------

Here is another option (for extraction) for Player controlled unit -

Thanks goes to WickedStigma -

Question - Is it possible to get in a helicopter that is not directly part of your "group" and have it take you somewhere?? I can only seem to make a helicopter take me somewhere that is part of my direct group.

Yes it can be done:

1. Create a waypoint and change the "Select Type:" to "LOAD".This way the helicopter will wait for your team.

2. Create a waypoint from the leader of your team and change the type to "Get In".

3. Sync the "LOAD" waypoint with the "Get In" waypoint.

4. Create a waypoint wherever you want the chopper to take you and set the type to "TRANSPORT UNLOAD".

Thats it, you are done, and if you want to adjust the height of the chopper just type in the choppers init

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3. Type Helicopter flyinheight 85 in the initialization.

How do i type this in? Its not just Helicopter flyinheight 85 and thats it, i get missing " or , and ; how do i go about putting the helicopter height in the initialization?

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3. Type Helicopter flyinheight 85 in the initialization.

How do i type this in? Its not just Helicopter flyinheight 85 and thats it, i get missing " or , and ; how do i go about putting the helicopter height in the initialization?

use

Helicopter flyinheight 85;

where Helicopter is name of the vehicle helicopter and not the pilot.

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use
Helicopter flyinheight 85;

where Helicopter is name of the vehicle helicopter and not the pilot.

Yha i got it going, lol i most of been trying to put in _ and " when it was an simple as is lol. Thank you for the help. It works with this flyInHeight 85 no ; at that end.

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I hate to bring up an old thread, but I tried the script in the OP and my helicopter doesn't seem to be working correctly. The problem is once everyone is loaded into the helo it doesn't take off.

Helicopter name: helicopter

Unit names: unit1, unit2, unit3, unit4, hostage

Helicopter moves to LOAD waypoint (on top of invisible H pad) with an On Act. of

helicopter land "GET IN"

The next waypoint is a MOVE waypoint with Condition of

 ((!alive unit1) OR (unit1 in helicopter)) AND ((!alive unit2) OR (unit2 in helicopter)) AND ((!alive unit3) OR (unit3 in helicopter)) AND ((!alive unit4) OR unit4 in helicopter) AND ((!alive hostage) OR (hostage in helicopter))

A third MOVE waypoint which is synched with a trigger that ends the game

Like I said, the helicopter doesn't take off when everyone is alive and inside of it. Any ideas?

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The OP is not a script but a guide.

Did you place the MOVE waypoint right next to the LOAD waypoint?

Missing bracket:

AND ((!alive unit4) OR (unit4 in helicopter)
Edited by Lonestar

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Yeah, the MOVE waypoint is practically on top of the LOAD waypoint. I fixed the missing bracket (it was also missing another one after helicopter). Problem is still there.

Edit: Sometimes it lifts off, but doesn't go to the next waypoint. Sometimes it doesn't lift off at all. I've been trying to get this to work for the past 4 hours. Very frustrating.

Edited by Romeo_Delta

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One thing i found is that the MOVE waypoint after the LOAD waypoint (this load wp doesn't need to be load.. it can also be a move with on act (helo land "get out")) should be just touching the borders of the helipad insignia. Also, after the initial short move, you should have a longer move afterwards.

For some reason, when i was testing with only the short move waypoint next to the load, the helo just sat there even though conditions were returning true. But after I created another move waypoint a distance of about 50 meters away, the helo lifted off when the conditions were satisfied..

hope this helps.

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Still seems like quite a few are having trouble getting this to work properly. I tried doing up this demo group heli pick up and dust off (x 2) and it seems to work fine (famous last words haha!). Even lands when being fired upon and takes off quick to the next waypoint once conditions are met. Anyway it's radio Alpha for 1st extraction, radio Bravo for 2nd extraction. Presume it would work in MP too?

Would someone else like to try it and confirm that it seems to work ok?

http://members.westnet.com.au/scott_k/not%20much/Heli_Transport_Group.Chernarus.rar

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I tried this but I cant get the helicopter to stay on the ground and wait for the whole group.

I have this in the activation for the MOVE waypoint after the LOAD waypoint.

{alive _x} count (units group player) == {_x in Helicopter} count (units group player)

as far as I understand this should count the number of alive units in the players group and once the same amount of units from the group are also in the helicopter, it should take off.

But it does not work, as only a single member from the group has to mount the helicopter before it takes off.

I need to have a dynamic code like the one above as the players might or might not get additional members during the mission, so hardcoding unitnames wont work.

any ideas?

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works fine here and I just copied and pasted the code, make sure it goes in the move waypoint after the load waypoint. The move waypoint should be quite close to the load waypoint.

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I have it set up like this:

1. a chopper named "Helicopter" with special: Flying and init:

flyinheight 60

2. a MOVE waypoint just in front of it synced to a radio alpha trigger

3. a LOAD waypoint placed above a H with on act:

dostop Helicopter;Helicopter land "get in"

4. a MOVE waypoint very close to the LOAD waypoint with contition

{alive _x} count (units group player) == {_x in Helicopter} count (units group player)

5. another MOVE waypoint a few 100m away.

6. I spawn as the leader of a group of 3.

I have looked this over many times, but I don't know what's wrong.

Good to know that the code in step 4 works at least, scratches that out.

Edit: I just started using ACE and ACEX, could that have something to do with it?

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I did it like in the demo and now it works!

many thanks!

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Ok I do helicopter insertiosn all the time, so I'm relatively familiar with triggers, ON ACT's and the like when it comes to heli's landing. But I just can't make it work. My scenario is this. I have two NAVSPECWAR operators that request extraction (radio Bravo) after observing a huge US Vs Molatia battle. Basically, the heli shows up, but WILL NOT land unless I tell my fellow operator to Get In MH-60S. If I do this, the heli will land and wait for us to board, but won't fly to my drop off point (I haven't actually finished the drop off order, at this stage it is just a plain MOVE). It will just lift off and hover in place. I have done everything in this tutorial, the units are names unit1 and unit2. Anybody have any ideas? I'm happy to go into more detail if need be.

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Hi,

One trick to make sure an AI controlled helicopter lands is to have one or a couple AI aboard as passengers that get off the chopper on the landing point, mimicking a security element. Once the player unit is on board, they are made part of the helicopter crew squad and receive orders to board the aircraft as passengers before the bird takes off. Below is a demo mission illustrating how to set it up.

Extraction demo mission

Regards,

Sander

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