Jump to content
Sign in to follow this  
jpinard

Chopper, don't start engines for 5 minutes - then go!

Recommended Posts

Here's the deal:

I'm creating a mission to compare sound packs. So I have all the Helicopters lined up and I need them to start out "off", then they each take off at 5 minute intervals - then go on their merry way.

How do I set a wait-state that has no waypoint? I'd like to do the same thig with the kets. Lined up, "off", then one at a time rev up engines and take-off.

Thanks! :)

Share this post


Link to post
Share on other sites

vehiclename engineOn true

vehiclename engineOn false - This one makes sure the engines don't boot, add this command to the units init line.

Have a Trigger with Condition: Time > 60; (60 being the number in seconds)

On Act: vehiclename engineOn true;

Simplest way to achieve it.

Share this post


Link to post
Share on other sites
vehiclename engineOn true

vehiclename engineOn false - This one makes sure the engines don't boot, add this command to the units init line.

Have a Trigger with Condition: Time > 60; (60 being the number in seconds)

On Act: vehiclename engineOn true;

Simplest way to achieve it.

Oh very nice! has this always been there!! ive never knew this.. learn something new everyday :p

Share this post


Link to post
Share on other sites
vehiclename engineOn true

vehiclename engineOn false - This one makes sure the engines don't boot, add this command to the units init line.

Have a Trigger with Condition: Time > 60; (60 being the number in seconds)

On Act: vehiclename engineOn true;

Simplest way to achieve it.

Awesome, I'm also there but with one hiccup. I named the first AH-1Z: "Chopper1", and when I put "Chopper1" into the Trigger's name field I get the error:

Variable Name Used!

What am I doing wrong?

Share this post


Link to post
Share on other sites

Why would you name the trigger, anyway they can't share the same name.

Share this post


Link to post
Share on other sites
Why would you name the trigger, anyway they can't share the same name.

Oh, I thought if you named the trigger the same as the object name it would auto-link it - no matter where you put the trigger.

---------- Post added at 10:44 PM ---------- Previous post was at 10:17 PM ----------

I still can't quite figure this out. Sorry, I'm very new to triggers.

Can anyone point out what I did wrong?

I have the AH-1Z with one waypoint attached. The Trigger zone surrounds the AH-1Z and these are the properties:

SoundTest1_small.jpg

SoundTest2_small.jpg

SoundTest3_small.jpg

Edited by jpinard

Share this post


Link to post
Share on other sites

You need to change "vehiclename" to "chopper1" so it knows which engine to turn off.

If you use a command to initialize on a specific unit, it needs some way to identify said unit.

Edit Unit Init:

chopper1 engineOn false;

Trigger On Act:

chopper1 engineOn true;

Share this post


Link to post
Share on other sites
You need to change "vehiclename" to "chopper1" so it knows which engine to turn off.

If you use a command to initialize on a specific unit, it needs some way to identify said unit.

Edit Unit Init:

chopper1 engineOn false;

Trigger On Act:

chopper1 engineOn true;

Ahhh, I see. When I have the waypoint assigned it doesn't work, but when I deleted the waypoint it worked perfectly. Is there a way I can do this so after 60 seconds of engine off, he takes off and flies to a waypoint?

Share this post


Link to post
Share on other sites

You can put the engineOn false statement in the Unit init as you have done, and instead of Trigger with chopper1 engineOn true; in the trigger, put it in the On Act of the Waypoint, and in the Condition of the Waypoint put time >60

Share this post


Link to post
Share on other sites
You can put the engineOn false statement in the Unit init as you have done, and instead of Trigger with chopper1 engineOn true; in the trigger, put it in the On Act of the Waypoint, and in the Condition of the Waypoint put time >60

I thought you might ask that, so I did that before my last post and it didn't work, but maybe I missed a letter somewhere. I'll try it again. Thanks so much for all your help!

Do I still need to have the trigger around if the waypoint command has the information? Or maybe the waypoint needs a different type assignement? We're so close!!!

Edited by jpinard

Share this post


Link to post
Share on other sites

If the waypoint has the information you don't require the trigger.

Put the first waypoint to Hold, with engineOn false and second waypoint to move with engineOn true

Share this post


Link to post
Share on other sites
If the waypoint has the information you don't require the trigger.

Put the first waypoint to Hold, with engineOn false and second waypoint to move with engineOn true

How would you stop the hold command, mine just sits there.

The easiest way for me is this.

Place a waypoint over chopper1

cond time>60

on chopper1 engineon true

place another waypoint nearly touching the first

place a further waypoint where you want the chopper to fly to

place a trigger

cond time>120

and then select sync and drag the dark blue line from trigger to the second waypoint.

what will happen is that ch1 will start engines after 1 min and then after a further minuet the chopper will fly away.

Share this post


Link to post
Share on other sites
How would you stop the hold command, mine just sits there.

A Hold waypoint can only be broken by a switch-trigger syncronized to the waypoint, unless you want to start messing with deleting and adding waypoints during runtime.

Share this post


Link to post
Share on other sites
A Hold waypoint can only be broken by a switch-trigger syncronized to the waypoint, unless you want to start messing with deleting and adding waypoints during runtime.

I see, I always forget switched waypoints.

I knew about deleting waypoint I did it yesterday but it can get messey as it changes the numbers.

Share this post


Link to post
Share on other sites
If the waypoint has the information you don't require the trigger.

Put the first waypoint to Hold, with engineOn false and second waypoint to move with engineOn true

I created a youtube video as it's still not working correctly. If the first waypoint (the hold) is right next to chopper1 it never boots its engine, if the waypoint is further away like in the video, then chopper1 boots its engines immidiately (despite the engineoff for 60 seconds command). What do I have wrong?

You'll have to watch in Hi-Def Full-screen to see the text:

qL-mAX_-AkA&hd=1

Edited by jpinard

Share this post


Link to post
Share on other sites

You don't need the time > 60 in the condition of the Hold waypoint, you need it in the move waypoint.

Share this post


Link to post
Share on other sites
You don't need the time > 60 in the condition of the Hold waypoint, you need it in the move waypoint.

If you want to give up on me I'd understand. I made that change and chopper1 still starts his engines immidiately upon start. Everything is still the same. :confused:

Share this post


Link to post
Share on other sites

Don't worry jpinard, no ones getting bothered by helping or we wouldn't post in the first place :)

And give F2K Sel's mission a try, be sure to look in all the waypoints/triggers, look at the code etc. The more you try to glean from what he has in there, the quicker you'll pick things up and understand their functions.

Share this post


Link to post
Share on other sites
Don't really have time right now but here's a quick demo.

http://www.sendspace.com/file/klk4ku

I found a bit more time so here are another two ways of doing the same thing.

http://www.sendspace.com/file/dch8n9

Thank you!!!!!!!!!!!!! :bounce3:

When you all were talking about plopping waypoints on top & next to the unit, I didn't realize how ON TOP it had to be. To the point you can't reselect the unit unless you delete the waypoints... which makes the other comments above make sense now too.

Share this post


Link to post
Share on other sites

Choppers are a bit quirky, yesterday I could put the waypoints a little way apart today I had to stick them right ontop of each other.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×