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Highway_Star

Heli insertion while enemies are near.

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I use the waypoint 'transport unload' and 'helicopter land "helipad"' On Act.

If enemies are near the helipad then the transport heli will often engage the enemies, even if I've set it to 'never fire'. Other times it will do the landing but begin attacking the enemies once it takes off again. Missons I make using heli insertion and extractions keep breaking because the helicopters won't do what I tell them to do in the editor.

How can I make sure the helicopter follow the script?:confused:

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Hi Highway_Star!! :D

I know how difficult is to make a chopper do what you have told it to do.

Maybe you can use mine Medevac Module. It can be used for Reinsertion / Extraction even without the heal option.

Here you can find: Medevac Module

:)

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If the helos are just for extraction/unload troops, just use "this setCaptive true"; in there init line, they are OPFOR Friends now..;-=)

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ah, ok thanks. Will the heli be 'friendly' to all bluefors, independents and opfor on the map?

Edited by Highway_Star

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I use the waypoint 'transport unload' and 'helicopter land "helipad"' On Act.

If enemies are near the helipad then the transport heli will often engage the enemies, even if I've set it to 'never fire'. Other times it will do the landing but begin attacking the enemies once it takes off again. Missons I make using heli insertion and extractions keep breaking because the helicopters won't do what I tell them to do in the editor.

How can I make sure the helicopter follow the script?:confused:

With just the editor, you can make a separate pilot, then add gunners, to an empty helo. Then set the pilot waypoint to safe, and group the gunners and set them to engage at will in their init box. Try that. I know I have made that work, but, I might have used 'careless'.

You can also try other things with the pilot, like, as mentioned, setCaptive.

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With just the editor, you can make a separate pilot, then add gunners, to an empty helo. Then set the pilot waypoint to safe, and group the gunners and set them to engage at will in their init box. Try that. I know I have made that work, but, I might have used 'careless'.

You can also try other things with the pilot, like, as mentioned, setCaptive.

I had a chopper inserting AI but it was flying off if scared and the crew would not shoot, but if the LZ was very safe they would land and drop off the troops. So I changed the Chopper to a pilot, placed an empty chopper, put the pilot in it using "moveInDriver" and put in 2 gunners with a hold waypoint set to Engage At Will and put them in with MoveInTurret. I also used"this setCaptive true" in the pilot init field.

Anyway, what happens now is the chopper just flies to the LZ and hovers there. I have the WP set to unload transport which is synched to the troops get out WP. I also have a "pilot land "get out"" command at the transport unload. All this worked fine until i switched it to the empty chopper with the pilot. I'm using the pilot's name in the chopper commands which seems logical. I have tinkered with this for hours and can't get anything to work. What am i missing here?

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