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Toasticuss

Transport Unload Problems

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This involves Operation Arrrowhead and possibly Vanilla ARMA2

So I'm getting fed up with this transport unload waypoint.

Right now I have tested this over 70 times and everytime something bad happens.

At mission start a black hawk helicopter comes in carrying troops and is supposed to land on an air field. The problem is when it lands.

I am using W0lles method of unloading troops with this script

_grp = _this select 0;
_vehicle = _this select 1;
_aunits = units _grp;
_i = 1;
_j = count _aunits;

while {_j>_i} do
{
 _vehicle flyInHeight 1;
 (_aunits select _i) action ["getOut",_vehicle];
 unassignVehicle (_aunits select _i);
 _i=_i+1;
};

sleep 2;
_vehicle flyInHeight 100;

This works to a degree. The problem with it is when the AI get out this happens

http://img138.imageshack.us/img138/9701/vlcsnap2010070902h31m47.png

http://img205.imageshack.us/img205/7250/vlcsnap2010070902h31m37.png

The AI will run against the helicopter until it takes off. Sometimes when the helicopter takes off it will kill one of them. What can I do to fix this? Is it possible to make the helicopter hover above the invisible helipad? In all of my attempts and trying the on Act

helicopter land "GET OUT";

would not make it hover. If it hovered the AI would not run against it and seldomly die when it takes off.

Does anyone know how to fix this?

Is this a bug with the black hawk?

Is their a way to trigger them all to disembark? because that makes them come out fine just a little slow....

Edited by Toasticuss

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Speaking of transport unload issues (I am experiencing the same issues as you as well).

Try transport unloading with enemy contact. 90% of the time the helo wont even land. It will sit there and hover 30ft off the ground forever, or fly away and hover somewhere for eternity. Sorry to semi hijack your thread but, maybe we can kill two birds with one stone here, I was just about to post asking for help regarding the transport unload under fire.

There needs to be a dedicated thread to Helo insertion exfil issues. As most tutorials and examples are under pristine conditions.

A. when I do get a landing I almost always lose someone to collisions with the helo.

B. I have tried just about everything in the book to get the damn helicopter to land EVERY TIME while its being shot at. dostop commands, land commands, careless, never fire, setting pilot and gunners to different groups.

The only thing close Ive gotten his setting the velocity and turning the engine off in a trigger, when the helo gets near the LZ, also a trigger to have the troops get out and unassign vehicle (on a delay, so ive ensure the helo has landed). Although most of the landings are very akward.

Mando's Heliroute script works great, again under pristine conditions. (even the troop exits are smooth generally with the get out command). problem is when under fire, the helo will almost always over shoot the LZ the first time and circle around, this wouldnt be a big deal if not for the fact the script kicks in when the helo is some distance from the LZ, and it takes 20 mins to get there, at least it will land I suppose. but when its not under fire, the script kicks in just as you approach the LZ for a perfect landing.

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The AI will run against the helicopter until it takes off. Sometimes when the helicopter takes off it will run and kill one of them. What can I do to fix this? Is it possible to make the helicopter hover above the invisible helipad? In all of my attempts and trying the on Act

I get the very same thing with unloading the C130, I can lose a unit or two under the wheels. I have even had two soldiers merged into one and they were unable to move at all.

Maybe unloading them individually with a small wait in between each and perhaps giving them a waypoint next to the heli, not much use if it isn't a preset landing zone though.

helicopter land "GET OUT";

would not make it hover. If it hovered the AI would not run against it and seldomly die when it takes off.

Does anyone know how to fix this?

Is this a bug with the black hawk?

With this you are asking it to land, you just need an unload waypoint with no helipad. Not tried Blackhawks yet so there may be some differences between it and the little birds and CH47. But so far they will hover if no pad and land if there is, without a pad can be tricky as they will look for a decent place near the waypoint to unload if you haven't chosen what they as suitable.

Edited by Liquidpinky

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Speaking of transport unload issues (I am experiencing the same issues as you as well).

Try transport unloading with enemy contact. 90% of the time the helo wont even land. It will sit there and hover 30ft off the ground forever, or fly away and hover somewhere for eternity. Sorry to semi hijack your thread but, maybe we can kill two birds with one stone here, I was just about to post asking for help regarding the transport unload under fire.

There needs to be a dedicated thread to Helo insertion exfil issues. As most tutorials and examples are under pristine conditions.

A. when I do get a landing I almost always lose someone to collisions with the helo.

B. I have tried just about everything in the book to get the damn helicopter to land EVERY TIME while its being shot at. dostop commands, land commands, careless, never fire, setting pilot and gunners to different groups.

The only thing close Ive gotten his setting the velocity and turning the engine off in a trigger, when the helo gets near the LZ, also a trigger to have the troops get out and unassign vehicle (on a delay, so ive ensure the helo has landed). Although most of the landings are very akward.

Mando's Heliroute script works great, again under pristine conditions. (even the troop exits are smooth generally with the get out command). problem is when under fire, the helo will almost always over shoot the LZ the first time and circle around, this wouldnt be a big deal if not for the fact the script kicks in when the helo is some distance from the LZ, and it takes 20 mins to get there, at least it will land I suppose. but when its not under fire, the script kicks in just as you approach the LZ for a perfect landing.

Yeah this happens to me too. BIS should make the helicopter AI not worry about enemy fire when

this allowDamage false;

has been activated on the vehicle.

---------- Post added at 03:05 AM ---------- Previous post was at 03:04 AM ----------

I get the very same thing with unloading the C130, I can lose a unit or two under the wheels. I have even had two soldiers merged into one and they were unable to move at all.

Maybe unloading them individually with a small wait in between each and perhaps giving them a waypoint next to the heli, not much use if it isn't a preset landing zone though.

With this you are asking it to land, you just need an unload waypoint with no helipad. Not tried Blackhawks yet and I am using OA so there may be some differences.

I am talking about OA actually.

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I am talking about OA actually.

I looked more closely at the pics and edited my post, but got ninjad in the process. :)

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I looked more closely at the pics and edited my post, but got ninjad in the process. :)

Haha, Im experimenting with an eject script I came across in a search its kinda working but the chopper sometimes will eject them in midair.

Is their a condition you can add to a helicopter so it will take off only when (x) troop is not in (x) helicopter?

Something like this

((!alive unit1) OR (unit1 in helicopter)

but instead of in change to out or something like that.

Edited by Toasticuss

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Ok, just tested a simple thing and it works.

Put a helo named heli, a group inside the helo named g1 with a move WP far away, a "move" WP for the helo on an invisible H, with "heli LAND "get out";{unassignvehicle _x} foreach units g1;" in the on activation line of the WP, then a move WP of the helo towards its initial position.

Everything's ok. The helo goes to the WP and hovers low until the group disembark, then it goes away.

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Haha, Im experimenting with an eject script I came across in a search its kinda working but the chopper sometimes will eject them in midair.

Is their a condition you can add to a helicopter so it will take off only when (x) troop is not in (x) helicopter?

A standard unload waypoint will do it when placed over a helipad in the editor. Then it will land on that exact position and unload the cargo(troops), followed by a move waypoint and it will fly of to it once unloaded.

Like I said earlier, if you do an unload waypiont and no helipad it should do the hover drop off instead then fly off.

Here is the video tut I used to get the basis of my heli insertions/extractions

I see no need for scripts to unload, unless you are doing it multiple times.

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Ok, just tested a simple thing and it works.

Put a helo named heli, a group inside the helo named g1 with a move WP far away, a "move" WP for the helo on an invisible H, with "heli LAND "get out";{unassignvehicle _x} foreach units g1;" in the on activation line of the WP, then a move WP of the helo towards its initial position.

Everything's ok. The helo goes to the WP and hovers low until the group disembark, then it goes away.

Let me try and clarify what your saying in a better manner

Create a helicopter with the name "heli"

Create an infantry group with this inside the group leaders / player init

g1= group this; {_x moveInCargo heli} forEach units group this

Create a MOVE waypoint with Speed and behavior

Then create another Transport Unload waypoint ontop of an invisible H with the waypoint init having

"heli LAND "get out";{unassignvehicle _x} foreach units g1;

Then make a final movepoint for it to leave?

Am I getting that right? Because I just tried that and its not doing a thing.

---------- Post added at 03:21 AM ---------- Previous post was at 03:20 AM ----------

A standard unload waypoint will do it when placed over a helipad in the editor. Then it will land on that exact position and unload the cargo(troops), followed by a move waypoint and it will fly of to it once unloaded.

Like I said earlier, if you do an unload waypiont and no helipad it should do the hover drop off instead then fly off.

Here is the video tut I used to get the basis of my heli insertions/extractions

I see no need for scripts to unload, unless you are doing it multiple times.

Yeah I have watched that video a couple of times myself, the helicopter tends to land smoother with an invisible H pad.

Edited by Toasticuss

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You're right my friend. Just tested it on several islands in OA and everything works like a charm (no enemy threat though).

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You're right my friend. Just tested it on several islands in OA and everything works like a charm (no threat though).

Can you post an example mission so I could take a look at it?

I cannot get it to work :(

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Would be interesting, if I can get a heli to hover unload at a helipad I will be a happy man indeed. No more random hill landings miles away from the unload waypoint. :)

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Can you post an example mission so I could take a look at it?

I cannot get it to work :(

Haha funny, just tested a few more times, and it works not as flawlessly as it seemed. On Zargabad the helo doesn't hover low but lands most of the time. On desert island it hovers low but sometimes doesn't go away...it seems that the "get out" command and the "unassignvehicle" one are conflicting.

Good luck !

EDIT : ok, as i'm one of the team member, if i chose to get out by myself, the helo doesn't go away, but if i let the unassign command work by itself (ie kick me out of the helo), the helo goes away.

Edited by ProfTournesol

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Haha funny, just tested a few more times, and it works not as flawlessly as it seemed. On Zargabad the helo doesn't hover low but lands most of the time. On desert island it hovers low but sometimes doesn't go away...it seems that the "get out" command and the "unassignvehicle" one are conflicting.

Good luck !

EDIT : ok, as i'm one of the team member, if i chose to get out by myself, the helo doesn't go away, but if i let the unassign command work by itself (ie kick me out of the helo), the helo goes away.

You could have it unassign you at a previous waypoint and the getout will still boot you out at the destination, possibly.

I currently have a Littlebird that unloads a squad before I get in, at no point do I join it's group, and it will boot me out at the other end with a waypoint and the getout command. I have used an unload for the initial squad and then put a wait for my squad to be in it condition before moving to the next waypoint. Same as in that tutorial vid I posted. The heli then has no problem flying me to my destination but it needs the getout commands for my team or it wont unload them as they are not part of it's group.

I do not use a dostop on the heli either as it does it without it and the dostop actually prevents it from proceeding to the next waypoint once I am loaded in.

I am also looking at ways of disabling the possibility of getting out both the C130 and heli before the getout command is given. Maybe by locking them perhaps as the control input disables the mouse and that is no fun for sightseeing.

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You could have it unassign you at a previous waypoint and the getout will still boot you out at the destination, possibly.

I currently have a Littlebird that unloads a squad before I get in, at no point do I join it's group, and it will boot me out at the other end with a waypoint and the getout command. I have used an unload for the initial squad and then put a wait for my squad to be in it condition before moving to the next waypoint. Same as in that tutorial vid I posted. The heli then has no problem flying me to my destination but it needs the getout commands for my team or it wont unload them as they are not part of it's group.

I do not use a dostop on the heli either as it does it without it and the dostop actually prevents it from proceeding to the next waypoint once I am loaded in.

I am also looking at ways of disabling the possibility of getting out both the C130 and heli before the getout command is given. Maybe by locking them perhaps as the control input disables the mouse and that is no fun for sightseeing.

I think I may of just found a great way to do it.

I am following this thread and using it as a trigger. If it works working as good as it just did I will post full instructions on how to make it.

http://forums.bistudio.com/showthread.php?t=76848&page=1

Okay, Im going to post instructions and an example mission for you guys since this way is working great.

First copy this script and save it as "Eject.sqf" without quotes into your mission folder with a capital E unless you change the trigger script name, if you do that you can save it as anything.

_group = _this select 0;
_vehicle = _this select 1;
_height = (position _vehicle) select 2;
if ( _height > 10 ) exitwith {hintsilent format ["%1, the %2 height is above 10m (current height: %3), unsafe to eject.", name player, typeOf _vehicle, _height]};

if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith {
hintSilent "Invalid Parameters parsed";
};

sleep 1;

{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
sleep 0.5;
} foreach units _group;

This is a lightly modified script I found here used for dropping units out of aircraft.

This piece of the script will constantly check to see if your height is below 10 meters. If it is it will execute the EJECT on all of your units. If it is > (Greater) then 10 meters it will warn you in game. You can change the message to whatever you want or even hide it. Everything else should be left alone.

if ( _height > 10 ) exitwith {hintsilent format ["%1, the %2 height is above 10m (current height: %3), unsafe to eject.", name player, typeOf _vehicle, _height]};

If you want it to eject you at a higher position change the 10 to something else.

Now setup your Units and assign group names to the helicopter and group leader like so.

Group Leader -

{_x moveincargo myhelicopter} foreach units this; mygroupname = group this;

Also make his name "player"

Name the helicopter "myhelicopter" or whatever you would like as long as you keep the name the same with the in cargo, waypoints, and trigger.

Next make the first waypoint near the chopper, set your behavior and speed as you like.

I used "Never Fire, Speed - Full, Behavior - Aware. The rest was at default.

If you need more waypoints set them up.

Now make a transport unload waypoint on where you want it to drop the troops off, set the timeout time to about 7, 7, 7 so it will wait a bit until leaving.

Set the condition to true and the activation to this

myhelicopter LAND "GET OUT";

While the "GET OUT" doesnt work 100% of the time, it will work every once and a while.

Now setup a trigger with a radius that is about 20-30 right next to the transport unload waypoint and set the activation to Blufor Repeatedly not once and for them to be present.

Put this inside of the condition and put this on the activation

Condition -

player in thislist;

Activation -

_xhandle = [mygroupname,myhelicopter] execvm "Eject.sqf";

What this trigger will do is constantly check if you the "player" are in the area of the trigger radius and will fire off the script, the script will then check to see if you are under 10 meters, if not it will keep checking until the player has left the trigger area or is below 10 meters.

Then you must make another waypoint for it to leave otherwise none of this will work.

After that preview your mission and see if it works. If you run into any problems check out my mission example or PM me.

Invisible H pads also work with this. But they don't make the chopper hover and the units instead of running into the helicopter will stand beside it and will move after it has taken off.

Here is the mission example, put it in your missions folder under My Documents in ArmA2 and load it up with the Editor

http://www.mediafire.com/?curzdoqdzj5 Operation Arrowhead Only

Edited by Toasticuss

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I think I may of just found a great way to do it.

I am following this thread and using it as a trigger. If it works working as good as it just did I will post full instructions on how to make it.

http://forums.bistudio.com/showthread.php?t=76848&page=1

Okay, Im going to post instructions and an example mission for you guys since this way is working great.

First copy this script and save it as "Eject.sqf" without quotes into your mission folder with a capital E unless you change the trigger script name, if you do that you can save it as anything.

_group = _this select 0;
_vehicle = _this select 1;
_height = (position _vehicle) select 2;
if ( _height > 10 ) exitwith {hintsilent format ["%1, the %2 height is above 10m (current height: %3), unsafe to eject.", name player, typeOf _vehicle, _height]};

if ( (typename _group != "GROUP") or (typename _vehicle != "OBJECT") ) exitwith {
hintSilent "Invalid Parameters parsed";
};

sleep 1;

{
unassignvehicle _x;
_x action ["EJECT", _vehicle];
sleep 0.5;
} foreach units _group;

This is a lightly modified script I found here used for dropping units out of aircraft.

This piece of the script will constantly check to see if your height is below 10 meters. If it is it will execute the EJECT on all of your units. If it is > (Greater) then 10 meters it will warn you in game. You can change the message to whatever you want or even hide it. Everything else should be left alone.

if ( _height > 10 ) exitwith {hintsilent format ["%1, the %2 height is above 10m (current height: %3), unsafe to eject.", name player, typeOf _vehicle, _height]};

If you want it to eject you at a higher position change the 10 to something else.

Now setup your Units and assign group names to the helicopter and group leader like so.

Group Leader -

{_x moveincargo myhelicopter} foreach units this; mygroupname = group this;

Name the helicopter "myhelicopter" or whatever you would like as long as you keep the name the same with the in cargo, waypoints, and trigger.

Next make the first waypoint near the chopper, set your behavior and speed as you like.

I used "Never Fire, Speed - Full, Behavior - Aware. The rest was at default.

If you need more waypoints set them up.

Now make a transport unload waypoint on where you want it to drop the troops off.

Set the condition to true and the activation to this

myhelicopter LAND "GET OUT";

While the "GET OUT" doesnt work 100% of the time, it will work every once and a while.

Now setup a trigger with a radius that is about 20-30 right next to the transport unload waypoint and set the activation to Blufor Repeatedly not once and for them to be present.

Put this inside of the condition and put this on the activation

Condition -

player in thislist;

Activation -

_xhandle = [mygroupname,myhelicopter] execvm "Eject.sqf";

What this trigger will do is constantly check if you the "player" are in the area of the trigger radius and will fire off the script, the script will then check to see if you are under 10 meters, if not it will keep checking until the player has left the trigger area or is below 10 meters.

Then you must make another waypoint for it to leave otherwise none of this will work.

After that preview your mission and see if it works. If you run into any problems check out my mission example or PM me.

Here is the mission example, put it in your missions folder under My Documents in ArmA2 and load it up with the Editor

http://www.mediafire.com/?curzdoqdzj5 Operation Arrowhead Only

I am currently achieving all that with only a

commandGetOut  unitname

for each unit within the heli in the unload waypoint's on activation box, not grouped them yet so I could probably tidy it up to being only the one line covering the whole squad.

The heli then hovers at the drop off(although this is where it decides is suitable and not exactly on the waypoint if it deems there isn't enough area etc) and my squad will get out. The heli will then proceed to it's next waypoint once unloaded. Like I said earlier as well, my team doesn't have to be part of the heli's group for this method to work either, it will unload my team anyway.

Will your method make them unload at the exact waypoint though, if so I will be giving it a whirl?

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I am currently achieving all that with only a
commandGetOut  unitname

for each unit within the heli in the unload waypoint's on activation box, not grouped them yet so I could probably tidy it up to being only the one line covering the whole squad.

The heli then hovers at the drop off(although this is where it decides is suitable and not exactly on the waypoint if it deems there isn't enough area etc) and my squad will get out. The heli will then proceed to it's next waypoint once unloaded. Like I said earlier as well, my team doesn't have to be part of the heli's group for this method to work either, it will unload my team anyway.

Will your method make them unload at the exact waypoint though, if so I will be giving it a whirl?

The helicopter never lands exactly where the Waypoint is, it will only land in exact places with the invisible H.

You could try it.

If you can find a command to issue them all to get out with one command that would be awesome.

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I am currently achieving all that with only a
commandGetOut  unitname

for each unit within the heli in the unload waypoint's on activation box, not grouped them yet so I could probably tidy it up to being only the one line covering the whole squad.

The heli then hovers at the drop off(although this is where it decides is suitable and not exactly on the waypoint if it deems there isn't enough area etc) and my squad will get out. The heli will then proceed to it's next waypoint once unloaded. Like I said earlier as well, my team doesn't have to be part of the heli's group for this method to work either, it will unload my team anyway.

Will your method make them unload at the exact waypoint though, if so I will be giving it a whirl?

The main question is : does the helo hover on the ground, or above it. If it does hover on the ground, most of the time unloaded units kill themselves trying to cross through the helicopter, according to where their next waypoint is placed.

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The main question is : does the helo hover on the ground, or above it. If it does hover on the ground, most of the time unloaded units kill themselves trying to cross through the helicopter, according to where their next waypoint is placed.

One thing to note is putting a timeout on the chopper unload so it waits until they are out of the way.

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The main question is : does the helo hover on the ground, or above it. If it does hover on the ground, most of the time unloaded units kill themselves trying to cross through the helicopter, according to where their next waypoint is placed.

It deos the standard Littlebird arial unload, at around head height. Works the same with the CH47.

Although I have seen units killed doing this also during multiple runs of the same mission. No timeout is required as it will wait for all units to get out before moving off.

Again though, it wont unload in the exact position marked if not a suitable landing spot for AI. It does work fine at airports though as they are pretty flat and spacious, I have been trying on hills and in forest clearings and it gets more picky. Not tried the invisible H with it, the heli may just do a standard landing then and I don't really want that.

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It deos the standard Littlebird arial unload, at around head height. Works the same with teh CH47.

Although I have seen units killed doing this also during multiple runs of the same mission.

Again though, it wont unload in the exact position marked if not a suitable landing spot for AI. It does work fine at airports though as they are pretty flat and spacious, I have been trying on hills and in forest clearings and it gets more picky. Not tried the invisible H with it, the heli may just do a standard landing then and I don't really want that.

If you wanted zero mistakes in the flight path you could go the BIS way and capture a landing by yourself and make it use that.

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It deos the standard Littlebird arial unload, at around head height. Works the same with the CH47.

Although I have seen units killed doing this also during multiple runs of the same mission. No timeout is required as it will wait for all units to get out before moving off.

Again though, it wont unload in the exact position marked if not a suitable landing spot for AI. It does work fine at airports though as they are pretty flat and spacious, I have been trying on hills and in forest clearings and it gets more picky. Not tried the invisible H with it, the heli may just do a standard landing then and I don't really want that.

Bloody hell, yes that's true, i retried what i wrote in my first post without the empty helipad, and the helo does hover above the ground ! Even in Zargabad :) That's nice.

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If you wanted zero mistakes in the flight path you could go the BIS way and capture a landing by yourself and make it use that.

I was considering that, bit over my head at the moment though as I only started mission editing this week.

The capture function does seem pretty handy though, I will probably be using it at some point to make C130s do pick ups and drop offs not requiring airports.

Or even make the airport landings more realistic.

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I was considering that, bit over my head at the moment though as I only started mission editing this week.

The capture function does seem pretty handy though, I will probably be using it at some point to make C130s do pick ups and drop offs not requiring airports.

Or even make the airport landings more realistic.

Be advised though that if you are using capture/play functions, animations (so ex: landing gear, flaps, control surfaces, etc...) will not be captured, so you will have to manually deploy the gear for example with a seperate script.

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Simple heli insertion

1. Place Helicopter on map, name it heli1

2. Place troops you want to insert and use the this moveincargo heli1; in each of their init lines.

3. Hit F2 (Group) and drag a line from each soldier to the group leader (i.e. you the player)

4. Place a Helipad marker (Invisible or visible) where you want the drop off point to be.

5. Place a waypoint from Heli1 to the helipad marker and change it from 'Move' to 'Transport Unload'.

6. Add a 'Move' waypoint for Heli1 to where you want the helicopter to go after unloading.

Try the mission in the editor, when the chopper lands it will automatically kick you out, you need to give the disembark order to your squad for them to get out. You can also give the disembark order before the chopper lands. Once they are all out the chopper will take off and fly to the next waypoint. The chopper never turns his engine off as well.

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