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alleycat

How to get a helicopter to land, wait for a unit to board, fly away?

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How to get a helicopter to land, wait for a unit to board, fly away.

So far I got it to land at a waypoint, but it never takes off again.

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Have a read through the threads under the Helicopter Insertion/Extraction topic in the FAQ.

In the simplest manner, if you have the carried unit's move waypoint synced with a helo's 'transport unload' waypoint, the helo will land, the unit will get out, and when the unit reaches its waypoint the helicopter will proceed to its next waypoint (i.e. take off again).

There's also scripting methods you can use to make it a bit more fluent, if you want to go that far.

---------- Post added at 02:36 PM ---------- Previous post was at 02:34 PM ----------

Oops.. you wanted it to get in.

Same deal though, just use a "load" waypoint for the helo, and a "get in" waypoint for the unit. Sync them both, and once the unit has boarded, the helo will move on.

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just have the heli go where you want it to go

when it gets close to where you want the unit to board then unit assignascargo heli

it will come down and hover till the unit is onboard "if the unit does not take to long " then continue on its way.

to get the unit off again just unassignvehicle unit and it will come down and hover and let the unit out then continue on its way again.

have a look at the Battlefield2 mission it is all done that way

that is the easy way to do it all you have to do is get the heli in the right area

ZoneKiller

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The issue is that the unit I want to get in is a player and I do not want to use waypoints for it.. And why does the heli never react to any orders like

move getpos markername

after landing?

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if move dont work try domove or moveto

in my last to missions i had to swap between the 3 move commands to get the AI to even move at all

i have not worked out why in one script move works and in the next i have to use domove

i would say try domove

if this is not the right answer post the code your having probs with

Edited by Zonekiller

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Ok tried all move orders variants and synching a load with a get in waypoint, which stopped it from even landing.

WHY IS THIS SHIT SO COMPLETELY RANDOM?

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i know how you feel

i do everything by script as i find i have more control

pm me i will look at it if you want "yes im bored"

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I have got a reeealy irritating problem. I place a chooper on the ground with spinning rotors and tell an AI to board it. Problem is, even though the chopper is on the ground, it will take off and fly a little bit away to pick up the person. How can i create a loop that will set the helicopter's height at 0 every 0.1 sec until the AI boards it?

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I've used "count crew Heli1 == 10" in the past although you need to do a bit more to handle dead players by counting number of units in the group that you want to board, don't forget to include the heli crew in the count figure either.

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I am commanding AI choppers in this way:

_chop1 = [[getpos helistart select 0,getpos helistart select 1,150],1,"Mi171Sh_CZ_EP1",WEST] call BIS_fnc_spawnVehicle;
{_x setcaptive true; _x allowdamage false;} foreach ([(_chop1 select 0)] + (units (_chop1 select 2)));
(_chop1 select 2) move (position helipad);
(_chop1 select 2) setBehaviour "Careless";

while {!unitready leader (_chop1 select 2)} do {sleep 3;};
(_chop1 select 0) land "land";
while {!(player in (_chop1 select 0))} do {sleep 3;};
(_chop1 select 2) move (position helistart);

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I usually use a normal "MOVE" waypoint for the helo that has a

westHelo1 land "GET IN"

in it, and sync the next waypoint of the helo to a trigger that has the right condition for takeoff, e.g.

westMan1_1 in westHelo1

or anything more complicated if I want to load a group and such. You might want to give the trigger a bit of countdown time so the helo will wait a second or two before taking off.

It's pretty easy to do and doesn't require too much magic.

EDIT: Having an invisible H at the landing site is a good idea, otherwise the pilot might decide to land the bird somewere else.

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