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Fenna

Helicopter engine failure

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I'm building a mission where some black ops get dropped off by helicopter, then the helicopter flies off, but has engine difficulties. I need the helicopter to crash but for the crew to survive. I am guessing i would need a script for this, but i have a hard time getting them to work. Also, for the helicopter, would  i have to make it empty and add a pilot by the " this moveindriver heli" command ? , or would the mission work just as well by just placing an occupied helicopter on the map. This is because once the helicopter has crashed the crew will need waypoints to follow.

Edit: the people in the bck of the helicopter dont want to get out the normal way either ( waypoints as get out and transport unload ) when the helicopter starts empty.

Any help would be appreciated

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Not sure about the engine trouble (I had thought about that too) but to get the people to unload, you have to synchronize a 'Load' waypoint of the Helicopter, with a 'Get-in' waypoint for the troops... and then a 'Transport Unload' for the helicopter, and a 'Get-out' waypoint for the troops. That should do it.

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Ahhhhh, yes...

I remember having tried this myself. I can tell you that there was a similar thread here before that no one could find a solution for. You could try something like this

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">helecopter flyingheight 0

~5

helecopter setfuel 0<span id='postcolor'>

basicly that will make the helecopter dive and run out of fuel (you will need to screw with the delay) and this should look satisfactory. I haven't tested this, but i think it should work.

I think there is a command that returns the height of the helecopter, you could use this to empty the fuel once the helecopter gets low enough, as it would work better than the delay.

Good luck

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lol flyinheight 0confused.gif??? why?? LOL

why when you putted setfuel to 0

seems pretty useless since a chopper without fuel can only dive...

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If you go Here You will find a script called "Tail Rotor Failure" by Fox2. This simulates the ever popular crash sequence in Black Hawk Down. I have to say, it is pretty impressive. But, i have updated this script, and it now has the option of keeping the crew alive. I think this would work prefectly for your problem.

PiNs_Da_Smoka

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Thanks all, although i do suck at getting scripts to work.

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OK I got the script to work, it looks great. There is still a couple of problems, however.

So the crew survive, and need to be rescued. The group that were just dropped off by the helicopter that crashed, will be chosen to "rescue" the crew of the helicopter. How do I get the group to only get the waypoint to Join & Lead the downed crew only once the trigger has finished ? Can I make it so that the group get out of the helicopter, and then go to their planned waypoint, but when the helicopter is downed, they all of a sudden get a waypoint telling them to go and rescue the crew ?

Also, how do I get that Blue text on the screen simulating Radio chatter ?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">lol flyinheight 0confused.gif why?? LOL

why when you putted setfuel to 0

seems pretty useless since a chopper without fuel can only dive...<span id='postcolor'>

I'll explain myself here...

The flyinheight 0 will cause the chopper to lower its altitude quite abruptly. Then when it is close enough to the ground setting the fuel to 0 will cause it to drop. As long as it is close enough to the ground, no one will die, and it will look reasonably good.

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Ok 2 more questions.

How do you space out radio chatter ? For instance, i don't want to write a big long line of text in the "On Activation" field of the trigger.

And, how do i make it so that the group that i mentioned before, go and rescue the helicopter crew when the trigger that makes the helicopter crash has been activated ? I've tried drawing a sync line but it doesn't work sad.gif

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For your group goes to normal way, and turns around for crew question:

Just place their normal waypoints, like their basically mission should be. The last waypoint, you syncronize with a trigger

(type switch). Then continue placing waypoints for your

alternate case (rescuing chopper crew and what follows).

Now you only need to activate this switch-trigger (how you want: e.g: not (canmove chopper) up to you)

What happens?

The goup leaves the chopper and the waypoints for their mission are activ. As soon as the switch trigger becomes active, the waypoint after the last of their primary mission

shows up. The switch trigger forces the waypoint after the one synced to the trigger to become active.

hope this helps

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Thanks all, your help is greatly appreciated, but just one more question.

When I'm playing the map online, i get an illegal operation when a "Join and Lead" waypoint is activated. The illegal operation is "DdHelp". Any ideas on what this is and how to overcome it?

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Did you place only a join&lead waypoint for a group/unit,

or did you also place a join waypoint for another unit and

did you have syncronized them?

Or, when you reach this waypoint, how many units are actually in your group, and how many units should join the group? - note: 12 units per group is the max limit

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The downed pilots have a waypoint to join, and the group of soldiers have a waypoint to join and lead. the 2 waypoints are syncronised, and there are 2 pilots and 4 soldiers.

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I've tried several ways and, IMHO, the best effect to make a crashing helicopter look cool is to use the setpos-command to teleport the pilot away..... biggrin.gif Too bad that there's no corpse on the pilot seat after the crash but that's a minor inconvenience.

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