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JonHye

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About JonHye

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  1. JonHye

    Helicopter waypoint

    Well! It seems I have hit a subject, no one knows anything about. Nevermind I solved it myself. What I did was make a nr. 0 waypoint which was of the search and destroy type. I started the heli without any fuel. I made the radio trigger fill the heli with fuel, and made a scriptwith something like: [heli,1] setwppos (getpos player) ~10 @(unitready heli) ~300 heli move (getpos Base) ~10 @(unitready heli) heli land "land" That give you a chopper that flyes by a couple of times, and waits for about 5 minutes before returning to base. If you throw the red smoke, the chopper lands and picks you up ( but that is a whole different script). well the only problem with it, is that you can only call the helicopter once. But that doesn't really matter that much.
  2. JonHye

    Guardian

    Well If you need the convoy to be able to take alternate routes, then put 2 triggers at the crossroads and make one radio alpha and the other beta. Then make alpha trigger do " convoy move (getpos destination1)" and beta do " convoy move (getpos destination2)". Destination 1 and 2 are some kind of objects that you placed at the next set of crossroads and named on each route respectfully. That way you can keep on going. The stopping of the convoy can be made with a large trigger that covers all the routes, and tells the convoy to stop. Another option is to use the setwppos [convoy,1] setwppos (x,y) ( where (x,y) are absolute map coordinates ) or again (getpos thingy). the only problem with getpos is that it looks stupid to have an ammocrate or something in the middle of the road. If you use the setwppos, I think you will be able to use the "convoy lockwp true/false" option, instead of ordering the convoy to stop. Well hope it gave you some ideas to work with, though I know it's a bit of a messy eplanation. I might go into further details, when you get further along and have more specific problems. Hope you make one h... of a mission.
  3. I need to know how to make a helicopter be in search and destroy mode, when it reaches a variable "waypoint". I have a no-fuel UH60-MG at my base. I have a squad of infantry, with the player as leader. I have the mission set up, so that the heli flies to the players location, when radio alpha is called. I don't want it to land when it reaches it's destination, but to fly around and "look" for the player sqaud. When the player throws a red smoke, the heli lands close to the smoke and picks up the squad. I've got the whole landing when smoke is thrown thing going fine, but I can't seem to make the chopper fly around the "radio call position" to "look" for the squad. It just flies past you and stops 4-700 meters away from the player. I would very much like if the heli would act like it had reached a search and destroy waypoint, so it could fire at the russians I have arriving at the "radio call location". Well how to do this best? Do I use the "heli move (getpos player)" way and somehow tell the heli to do more than just move and wait? Or do I use some kind of " [heli,x] setwppos (getpos player)" where x is the waypoint number for the landing zone? I can partly make this work, but the heli is moving very fast, and passes me + when I throw the smoke, get in and take off, the heli really acts strange as to where it wants to go. ( When the heli takes off after picking up the player I have a "heli move (getpos base)" thing going (could possibly change that as well). Any advice is welcome. Thanx in advance!
  4. Thanx Indtruder! I think I've got exactly what I need now. I just gotta work it into the mission, which of course will take some time... but that's the fun of it! Over and Out!
  5. Well..... That will just make some smoke appear when the chopper is getting near. That will of course work fairly well, though what I was hoping for was for the player to manually throw a smokeshell, and then move an invisible H to the location of that smokeshell ( or just to the location of the player ). + I don't want the chopper to land before it is able to see the smoke ie. a few seconds after the smoke has been thrown. thanx though Humvee, your suggestion might be the only thing possible.
  6. A command to check whether a unit has fired a specific weapon would be just what I need. But what is it?
  7. I would like to make a good old fashioned "call the chopper by radio and then mark the lz when it flyes overhead"-trick. The calling of the chopper by radio isn't so much the problem. It's the placement of the waypoint where the chopper will land. I don't know how exactly to move the waypoint. I could try and call the players position and then move a waypoint there somehow, but then I won't have the invisible H for the chopper to land on. Is there a way to have the invisible H move to where I throw a coloured smoke? Or even to move the H to the player position when a coloured smoke is thrown? I guess my problem is making the smoke a "condition" for some kind of trigger or something. Thanx in advance
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