Jan_F_W 10 Posted July 23, 2009 How can I tell an AI bots to take place at a certain gunner / turret position within a helicopter (in this case MI8 MTV-3)? Using "assignAsGunner" command only makes one AI Bot take a seat at the first Machine Gun and the other bots will then ignore their command and even not get in the chopper. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 23, 2009 :( Another member of the set of missing commands for turrets Im afraid. ---------- Post added at 09:21 AM ---------- Previous post was at 09:13 AM ---------- Issue added to A2 CIT. Please vote on it. Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 23, 2009 Well, no perfect solution but I managed to set the gunner position directly by "moveInTurret" command - they will not run to the heli but are directly being "beamed" inside the chopper - however its better than having no gunners. I called the following on a 3 triggers for 3 different soldiers Trigger condition: alive mi1 && alive g14 if true then command: [g14, mi1, 0] exec "Scripts\assignAsGunner.sqf"; "mi1" is the helicopter MI8 MTV-3 "g14" is the name of one of the three soldiers for the 3 gunner positions "0" is the gunner position assignAsGunner.sqf script: _unit = _this select 0; _vehicle = _this select 1; _position = _this select 2; sleep 1; _unit addVehicle _vehicle; _unit moveInTurret [_vehicle, [_position]] Share this post Link to post Share on other sites
Tajin 349 Posted July 23, 2009 The moveIn command allows to specify which turret you want, assign does not have this option. You could use an "GetIn" eventhandler and move the first AI-gunner that enters to an other turret. soldier moveInTurret [vehicle, turret path] Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 23, 2009 sounds good but unfortunately I dont get it working: once the unit is in the helicopter the command e.g. "_unit moveInTurret [_vehicle, [1]];" triggered by Event "GETIN" does not make the unit move to that turret so the other AIs do not get in the chopper since they alredy find the Gunners seat to be not empty Share this post Link to post Share on other sites
kylania 568 Posted July 23, 2009 You could just spawn a full crew using the Functions library: _group = createGroup east; _veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; _null = [_veh, _group] call BIS_fnc_SpawnCrew; You can fill all the slots that way. Taken from this post. Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 23, 2009 thanks for your help! Share this post Link to post Share on other sites
manzilla 1 Posted March 25, 2010 I can't get this to work at all. Hopefully someone can help me. I don't want to write a script, just want to place my team in an ACE2 GMV-M2 just to cruise around the map during testing of a mission. Unfortunately nothing I've tried works. Can someone tell me what I'm doing wrong. I have an ACE2 GMV-M2 named "gmv_1". In 3 units init lines I have: med1 moveInTurret [gmv_1, 1]; gun1 moveInTurret [gmv_1, 2]; But they don't show up in the 3 gunner positions. Any ideas? ---------- Post added at 06:32 PM ---------- Previous post was at 04:45 PM ---------- EDIT: Nevermind, I figured it out. I was missing a [] around the turret path, like so: med1 moveInTurret [gmv_1, [1]]; gun1 moveInTurret [gmv_1, [2]]; Share this post Link to post Share on other sites
Guest Posted September 18, 2015 You could just spawn a full crew using the Functions library: _group = createGroup east; _veh = createVehicle ["Mi17_rockets_RU", position player, [], 0, "FLY"]; _null = [_veh, _group] call BIS_fnc_SpawnCrew; You can fill all the slots that way. Taken from this post. kylania, The createVehicle with "FLY" already create some crew, can you confirn? This link for the function BIS_fnc_spawnCrew https://community.bistudio.com/wiki/BIS_fnc_spawnCrew have a coment "This makes FFV units but no cargo crew.". So it not fill cargo positions, or is some wrong info? Thankyou a lot! Share this post Link to post Share on other sites