Lowe 10 Posted July 22, 2009 Hi all, Sorry for the basic question but I can seem to get this to work. I'v tried searching but the forum search says I need more terms and won't provide any results. :( I have an empty C130 sat on a runway. I've then got a group of civilians which have a move way point near the C130, and then a 'GET IN' waypoint directly over the Herc. The civvies just won't get in it, they just stand around looking bored. What am I doing wrong? Ideally I want the C130 to fly off after they've loaded but I know that's running before I can walk! Thanks. :) Share this post Link to post Share on other sites
Decerto 10 Posted July 22, 2009 Your C130 needs a "LOAD" waypoint next to the "GET IN" waypoint, then click the synchronise button and join the two with a line. I've never used a C130 for transport before but for a vehicle like an APC the next waypoint for your troops would be a "GET OUT" at the place you want them to get out and for the vehicle a "UNLOAD TRANSPORT" waypoint and again use the synchronise function and join the two together. You will also need an AI leader or else the transport will just stop and not unload you this is especially annoying for thinsgs like helicopter and I'm assuming the C130. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 (edited) Your C130 needs a "LOAD" waypoint next to the "GET IN" waypoint That type of waypoint doesn't matter. A "LOAD" WP tells units in a group to board a vehicle assigned to that group (ex: mechanized group with an APC). It is infact the "GET IN" WP that does everything. Any WP works just the same when synced to "GET IN". Not that it even matters though because he clearly stated his C130 was empty, meaning it has no WPs. Edited July 22, 2009 by Big Dawg KS Share this post Link to post Share on other sites
Taurus 20 Posted July 22, 2009 The WP you're looking for is "Get in nearest". However it seems Civilians are not scripted(has no AI) for flying air crafts. My group went in alright, pilot managed to start the engines but then it just wouldn't move. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 You sure it's not just because the C130 is so massive that it doesn't think it has enough room? It seems like quite a problem if the AI can't fly... Share this post Link to post Share on other sites
Taurus 20 Posted July 22, 2009 (edited) You sure it's not just because the C130 is so massive that it doesn't think it has enough room? It seems like quite a problem if the AI can't fly... I'm sure, I put the C130 at the end of the runway on Utes. And I don't know if BIS are sexists either, because women can't be pilots nor gunners, and doesn't know how to drive some of the cars, neither could they use weapons. So no "Femme fatale"-missions :p Try this for yourself. Put a civilian in the editor, this be you. Put a civilian women in the editor and group it to you. Put an aircraft and static mg anywhere near. "preview" Then try to order the woman to board the plane as pilot or get into the static mg as a gunner. As a side note if you try to "addWeapon" to a woman civilian she'd be forced into the default "Vitruvian Man" position and sitting halfway into the ground. Neither could you pick up guns if you are playing the woman. This because there's no space in the woman inventory. Her handbag just isn't large enough and here I thought they could carry alot of stuff in their handbags. About piloting Actually I think that to be perfectly reasonable, would anyone be able to jump into a C130, start it up and take off? No. IMHO only "class pilots" should be able to fly aircrafts. Edited July 22, 2009 by Taurus Share this post Link to post Share on other sites
Eclipse4349 0 Posted July 23, 2009 did you try naming the civilains and using a "civname" assignascargo "c130 name"; command on each? Not sure if that is the best method, but something to try. Good luck! Share this post Link to post Share on other sites
Master gamawa 0 Posted July 23, 2009 Hi all, I've then got a group of civilians which have a move way point near the C130, and then a 'GET IN' waypoint directly over the Herc. Thanks. :) Ok I am nitpicking here but did you just put a waypoint on the map and then moved it over the plane (as you say) .. or you doubleclicked on the plane and gave it a "get in" waypoint? Share this post Link to post Share on other sites
Lowe 10 Posted July 23, 2009 Thanks for all the responses guys. :) I created the empty plane, created the group, clicked on the leader of the civvies, made a move waypoint close to the plane, then double clicked on the plane (with way point tool) then selected GET IN. Share this post Link to post Share on other sites
Master gamawa 0 Posted July 24, 2009 ok have you tried making the leader of the civs a bluefor pilot? I can't think of anything else apart from that maybe civs cannot pilot bluefor planes? Damn I don't know! Share this post Link to post Share on other sites
Lowe 10 Posted July 29, 2009 Right then guys, an update. Because of a hard drive failure my mission ended up being lost - wasn't backed up. Oops! :) Anyway I decided to start again. Since I was having troubles with this part of the mission I thought I'd have a go at sorting this first. I've given up on getting the aircraft in the air after loading for now, I'm happy with just getting them into the aircraft. I created a civvy MI17 on the Utes airfield. I then made a group of civvies a few hundred yards away from the chopper. I created a move waypoint, then a 'Get in Nearest' waypoint directly next to the choppper. To my amazement, it worked. So, I then created another chopper on the other side of the airfield and did the same. It worked again, no issues. I then put the choppers and groups to where I want them to walk from and to - and lo and behold, it works. Imagining I'm on a roll, I then create the rest of the mission, forgetting about the civvies for the moment since they're a small part in the overall mission. Imagine my dismay when play testing the mission I see civvies randomly running around the aircraft instead of boarding them :( It seems there's a bug somewhere. It works fine so long as there's no other objects or infantry around. As soon as something else is added in, it goes boobies north. :( I decided to try a similar thing but with an Osprey and a rifle squad. In exactly the same mission I simply replaced the MI-17 for the Osprey and the civvies for a BlueFor rifle squad and it worked without issue whatsoever. Looks like the civvy AI is bugged. :( Share this post Link to post Share on other sites
Alliexx 10 Posted July 29, 2009 Hi all, I had same problem, it seems in arma2 you have to give an extra command to units to board vehicles. "civname" assignascargo "c130 name"; [civname] orderGetIn true; Weird, but then it will work. Later, Allie ---------- Post added at 02:35 PM ---------- Previous post was at 02:31 PM ---------- _soldier1 assignAsDriver _tank; [_soldier1] orderGetIn true; From the comref. http://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2 Later, Allie Share this post Link to post Share on other sites
zdavid99 10 Posted September 1, 2009 (edited) Hi i have a similar question. in my current (SP) mission i would like one of my ai groups to enter a humvee at wp3 drive the car to a nearby airfield get out (i use "get out" action at wp)of the car, enter ("get in nearest") a helicopter named "hind" (i manually named it "hind"). fly the helo to the central airbase where they will disembark from the helo. After the have disembarked from the helo the groups is joined by another group and they are then supposed to enter a mtvr (named "themtvr") and then drive to the final destination. The problems is at the vehicle switches. The ai group consists of 5 soldiers when they get to the the "get in nearest waypoint" at the airfield the squad leader gets in but the other 4 runs back to the car. The squad leader do not take off in the helo until the other 4 have managed to get in the car (the helo is an empty helo set to unlocked status / the same for the mtvr) . I assume that it will be the same problems at the 2nd switch but obviously as the group dont get there i do not know. I have tested it with me controlling the squad and then everything works as expected all 3 vehicles are possible to enter and etc. i have searched this forum for info without finding anything that could help me. I also tried to add a 2nd group at the first switch that would "steal" the car (to prevent the 1st group from re-entering it) once the first group left it but that wouldnt work either since the 2nd group refused enter the car and continued towards the first wp on foot. i have a screenshot of the first switch (the way points and the helo). Edited September 1, 2009 by zdavid99 Share this post Link to post Share on other sites