meade95 0 Posted May 27, 2010 I have two questions. 1. Is it possible to get in a helicopter that is not directly part of your "group" and have it take you somewhere?? I can only seem to make a helicopter take me somewhere that is part of my direct group. 2. Do enemies fire RPGs at helicopters?? I have playtested some tonight and have yet to see an RPG fired at me when hovering very close near them...Do you have to script this for it to happen?? Share this post Link to post Share on other sites
W0lle 1052 Posted May 27, 2010 1) Yes and it has been asked countless times in the past. However to make the helicopter move you around you need to give him waypoints (in the editor). 2) No, by default the AU will not fire RPGs at helicopters. It may be possible with a Mod though. Share this post Link to post Share on other sites
wickedstigma 10 Posted May 27, 2010 I have two questions. 1. Is it possible to get in a helicopter that is not directly part of your "group" and have it take you somewhere?? I can only seem to make a helicopter take me somewhere that is part of my direct group. 2. Do enemies fire RPGs at helicopters?? I have playtested some tonight and have yet to see an RPG fired at me when hovering very close near them...Do you have to script this for it to happen?? About the helicopter: Yes it can be done: 1. Create a waypoint and change the "Select Type:" to "LOAD".This way the helicopter will wait for your team. 2. Create a waypoint from the leader of your team and change the type to "Get In". 3. Sync the "LOAD" waypoint with the "Get In" waypoint. 4. Create a waypoint wherever you want the chopper to take you and set the type to "TRANSPORT UNLOAD". Thats it, you are done, and if you want to adjust the height of the chopper just type in the choppers init the following code: choppername flyInHeight X //where X is the number of meters 2. About the RPGs, I never saw that in the game since that is the purpose of AA units but I think it can be done with the doTarget and doFire commands. Ill try it and let you know. ---------- Post added at 04:55 AM ---------- Previous post was at 04:29 AM ---------- Well I just tried what i said and the unit I assigned to attack targets the chopper but it never fires. Second thing I found is that it took 1 HE RPG7 round, and 3 normal rounds to take 1 Cobra down. then I tried the Strela with a brand new chopper and it took 3 strela rounds to take down the chopper... impressively unreliable for being a ground to air missile. I'll let you know if I come up with any other answer. ---------- Post added at 05:57 AM ---------- Previous post was at 04:55 AM ---------- I found another code that might be worthy for moving into helicopter. {_x moveInCargo NameOfHeli} foreach units NameOfGroup; or {_x moveInCargo NameOfHeli} foreach units group this; Here is the thread: http://forums.bistudio.com/showthread.php?t=76201 Share this post Link to post Share on other sites
meade95 0 Posted May 27, 2010 About the helicopter: Yes it can be done: 1. Create a waypoint and change the "Select Type:" to "LOAD".This way the helicopter will wait for your team. 2. Create a waypoint from the leader of your team and change the type to "Get In". 3. Sync the "LOAD" waypoint with the "Get In" waypoint. 4. Create a waypoint wherever you want the chopper to take you and set the type to "TRANSPORT UNLOAD". Thats it, you are done, and if you want to adjust the height of the chopper just type in the choppers init the following code: choppername flyInHeight X //where X is the number of meters 2. About the RPGs, I never saw that in the game since that is the purpose of AA units but I think it can be done with the doTarget and doFire commands. Ill try it and let you know. ---------- Post added at 04:55 AM ---------- Previous post was at 04:29 AM ---------- Well I just tried what i said and the unit I assigned to attack targets the chopper but it never fires. Second thing I found is that it took 1 HE RPG7 round, and 3 normal rounds to take 1 Cobra down. then I tried the Strela with a brand new chopper and it took 3 strela rounds to take down the chopper... impressively unreliable for being a ground to air missile. I'll let you know if I come up with any other answer. ---------- Post added at 05:57 AM ---------- Previous post was at 04:55 AM ---------- I found another code that might be worthy for moving into helicopter. {_x moveInCargo NameOfHeli} foreach units NameOfGroup; or {_x moveInCargo NameOfHeli} foreach units group this; Here is the thread: http://forums.bistudio.com/showthread.php?t=76201 Thank you for this! Much apprecaited. Your answer to #1, is looking like exactly what I was trying to do...(will test when I get home later today). Odd, that BIS doesn't have RPGs coded to hit Helicopters (even, if just in hover mode). Share this post Link to post Share on other sites
wickedstigma 10 Posted May 27, 2010 No problem, just let me know the results. Btw, I think it might be possible to program a script to make launchers more effective against chopper. I don't know how realistic that is, but i imagine one rpg can really take down a chopper depending where it hits. What I know is the AH-64 can take an RPG and can keep flying. Share this post Link to post Share on other sites
f2k sel 164 Posted May 27, 2010 At one time you could just attach an invisible enemy object to the chopper and they would RPG it, since they changed the way hidden or invisible objects work this is no longer an option. I think there may be an addon containing invisible targets that might do the job. Share this post Link to post Share on other sites
meade95 0 Posted May 28, 2010 @wickedstigma - Your suggestion worked great! Sync in the waypoints has the (AI) Helicopter take my team exactly to where I want (though, it doesn't land, simply lets you get out from a very low hover position...which works fine!) Now, giving it another waypoint order after dropping you off....so it flys away is needed as well. Though, I haven't yet been able to get it to return back to the location. My idea was to have it fly back to our take off position (wait apprx 1 hr, while we run our OP) then return. When I send it back to our base with its next waypoint...I have it an "GET OUT" order...... In order for the helicopter to actually land (and not run out of fuel while waiting for our OP to be conducted). It never returned (I did this with only a 20 second GET OUT order to see if it would return). I think once it lands (via the GET OUT way point order) I'm not certain if the AI crew will get back in?? But MORE importantly..... the AI Helicopter worked great in taking me to where I wanted! Thanks again.. Share this post Link to post Share on other sites
f2k sel 164 Posted May 28, 2010 (edited) meade95, to get yourself or units out of the chopper use te "Transport Unload" waypoint. "Get Out"is for the crew, if you follow the pilots they will run back to base. For the last waypoint back at base use a load waypoint and heliname land"land" Edited May 28, 2010 by F2k Sel Share this post Link to post Share on other sites
wickedstigma 10 Posted May 31, 2010 @wickedstigma -Your suggestion worked great! Sync in the waypoints has the (AI) Helicopter take my team exactly to where I want (though, it doesn't land, simply lets you get out from a very low hover position...which works fine!) Now, giving it another waypoint order after dropping you off....so it flys away is needed as well. Though, I haven't yet been able to get it to return back to the location. My idea was to have it fly back to our take off position (wait apprx 1 hr, while we run our OP) then return. When I send it back to our base with its next waypoint...I have it an "GET OUT" order...... In order for the helicopter to actually land (and not run out of fuel while waiting for our OP to be conducted). It never returned (I did this with only a 20 second GET OUT order to see if it would return). I think once it lands (via the GET OUT way point order) I'm not certain if the AI crew will get back in?? But MORE importantly..... the AI Helicopter worked great in taking me to where I wanted! Thanks again.. No problem! Im actually learning to do a lot of things right now so as I learn I try to help people here. What you want to do is possible in a lot of different ways. Ill try tomorrow to explain it. Share this post Link to post Share on other sites
meade95 0 Posted May 31, 2010 No problem! Im actually learning to do a lot of things right now so as I learn I try to help people here. What you want to do is possible in a lot of different ways. Ill try tomorrow to explain it. I think I have them both working now. I have the INFIL Helo take me in using the the Load/Unload Cagro way point commands... I have my extraction plan ...work via a Helicopter waypt command snyc'ed with a trigger command.... (seemed to have worked in playtesting...though the LZ got to hot and the chopper flew off.....and never returned back...so I need to check into that more). Share this post Link to post Share on other sites
wickedstigma 10 Posted May 31, 2010 To make it go back to base, do the following: 1. Create and invisible helipad and call it base an place it somewhere safe, and create another invisible helipad and call it exfil. This can be found on Empty>Objects> H (Invisible) 2. Create a "MOVE" WP, (Waypoint), to near the base and write the following code in its init: helicopterName land "base"; 3. Now create another WP but this time a "HOLD" WP. This will make the chopper wait unitl you order the chopper to go to the next WP. 4. Create a "LOAD" WP on the area you want to Exfil. Add this code to its init: helicopterName land "exfil"; 5. Create another "HOLD" WP. 6. Create a "TRANSPORT UNLOAD" WP and add to its init: helicopterName land "base"; Now we have to create the triggers to call the copper to the Exfil and to let the pilot know when you are ready to take off. 1. Create a trigger and set a and b axis to 0. Set the Activation to "Radio Alpha", set the Type to switch and write in the Text box something like "- Im ready for exfil, send in the chopper." without the quotes. 2. Now sync this trigger with the first "HOLD" WP. What this will do is to disable the "HOLD" WP, because the trigger acts as a switch, and let the chopper go to its next WP. 3.Finally, create another trigger with the same information as the first one, but this time you are going to write on the Text box something like: "We are ready, go!" and sync this trigger to the last "HOLD" WP you have created. Thats it! And as I said before, this can be done in a lot of differenct ways including with markers, OnMapSingleClick, and/or with a script. you will have to add some more code to add/delete different options while the mission progress. For example replace the physical triggers core some code on a script which will add the remaining code once the first part of the trigger is executed. Hope this will help you. Share this post Link to post Share on other sites