wikoli677
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Step by Step Helicopter Extraction Guide
wikoli677 replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, silly me. I got it working. This is what I did: I placed a helicopter (named helicopter) on the map (in the landed on the ground position). First waypoint for the helicopter is HOLD (practically right on its position). Then I created a switch trigger at the Extraction site that activates once when the player/squad is present. (can also be done with a radio function instead). Then I synchronized this switch trigger and the HOLD waypoint. This causes the helicopter to stay in place without the engine running (to save fuel during a potentially long mission--unless you want to set up unlimited fuel, which can be done also) until the trigger is activated, then it moves on to the next waypoint. After the HOLD waypoint, the next helicopter WP is LOAD (placed at the Extraction site--Helipad isn't even needed.). In the On Act. field I typed helicopter land "GET IN". This causes the helicopter to fly to the Extraction site and land in a low hover and keeps the engine on. Then, practically right on top of this waypoint I placed a MOVE waypoint for the helicopter and typed into the Condition field, ((!alive unit1) OR (unit1 in helicopter)). My soldier's name being unit1, of course. This waypoint ensures that the helicopter does not fly too far away the Extraction area AND forces it to determine if the units that are to be extracted are alive or dead and if they are alive whether or not they are loaded. If they are alive and loaded it leaves. If they are alive and not loaded it waits. If they are dead it leaves. Again, I did not need a helipad object and...I also did not use the flyinheight command for the helicopter. I found those two items to be unnecessary. No waypoints for the group on the ground needed either. I hope my experience here helps some others here. -
Another Helicopter Thread.
wikoli677 replied to derringer's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
One way you can do this is set the first waypoint for that helicopter (or its crew if it's a empty helicopter) as HOLD. Then create a switch trigger for your base clearing/securing/destroying/etc. that will activate when the enemy or a (group of) specific target(s) is(are) not present. Then synchronize this trigger to your helicopter/crew's HOLD waypoint. Continue the sequence of waypoints after the HOLD waypoint so that the helicopter will do the insertion when the trigger activates... With the HOLD waypoint and the trigger switch to activate it when the base is cleared, this should work. Hope it make sense. -
Step by Step Helicopter Extraction Guide
wikoli677 replied to MareNostrum's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm having some problems with this myself. My situation is that I do not want to use a waypoint for the units that are going to be extracted...mainly because the units being extracted are going to be player controlled. I want the helicopter to go to the extraction zone and wait for the units that are alive/exist to get in AND then, and only then, leave...but without waypoints for the units on the ground getting picked up. -
Advanced Trigger and Waypoint Help
wikoli677 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have searched around and cannot find the particular solution for something I am trying to get to work in a custom mission. I suppose my situation is somewhat specific and I'm not sure I can even get it to work without a specific script. I apologize in advance if what I'm looking for is here but my search was not adequate. :o I've been toying with mission editing since OFP, but I don't know much about scripts or scripting...where they go...whether they are in particular files in the folder or if they are supposed to be placed in a particular field inside the editor screen. :confused: Anyhow...the two things I am trying to work out are this: 1. I want a switch trigger to activate when multiple empty vehicles are all destroyed. The problem is that empty vehicles cannot be grouped or synchronized like other units. Right now I have separate triggers for each empty vehicle and even the triggers cannot be grouped or synchronized. What I would like is a single trigger that would only activate once all of them are destroyed...something like: 4 empty vehicles placed and once all are not present the single trigger activates along with a text effect that says "All targets destroyed". Right now I just have individual activations informing of each individual units destruction. 2. I have a couple soldier units that are in a cycle where they are driven around in a transport, unload, walk around, load back into the transport and drive around for awhile again. I have a trigger set up that if the opposing side is detected while this cycle is taking place, the cycle is broken and a new set of way points begins. My problem is that the soldier units may or may not be in the transport vehicle when the detection trigger goes off. What I want to happen is this: I want them to get into the transport vehicle if they are not already and continue on with the new waypoints BUT if they are already inside the vehicle I want both the transport and the soldier unit to ignore any command to load/get in and continue on with the rest of the new waypoints. The problem I have with this right now is if they are in the vehicle already the transport stops at the new waypoint indefinitely and waits for the soldier unit that is already inside to get in as if it is not... I need something that will recognize whether or not the unit is already loaded. -
Advanced Trigger and Waypoint Help
wikoli677 replied to wikoli677's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Still no luck... quick question: where should I be putting this code? EDIT: Nevermind! IT works flawlessly now. Thanks, guys! Much appreciated. I put the code into Condition field of the CYCLE waypoint of the vehicle. -
Advanced Trigger and Waypoint Help
wikoli677 replied to wikoli677's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That might just work! I'll give it a test and report back here when I have a chance. I don't mind if they have to go meet the vehicle where ever it is at to get in....so if it works it'll be just fine. -
Advanced Trigger and Waypoint Help
wikoli677 replied to wikoli677's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The driver stays in the UAZ at all times. Only the separate soldier gets in and out. EDIT: Oh also, yes, the vehicle waits for units to get in when sync'd correctly, but the problem is it still does it if the unit is already in...so they just stay parked forever. BTW, thanks for the replies so far guys. -
Advanced Trigger and Waypoint Help
wikoli677 replied to wikoli677's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Some more detail on this: I have a UAZ and a soldier placed separately and not grouped. The UAZ has waypoints to MOVE > TRANSPORT UNLOAD > LOAD > MOVE > CYCLE and the soldier has waypoints to GET OUT > MOVE > GET IN > CYCLE while both have the appropriate waypoints synchronized for this to work flawlessly. Now on top of this I have a detection trigger grouped/synchronized to the CYCLE waypoints of both units. Once the enemy has been detected the trigger activates and the CYCLE ends and leads to a new set of waypoints. The soldier may or may not be loaded when the trigger is activated and I want the waypoints after the CYCLE ends to function properly in either case. If the soldier is not loaded into the vehicle I want the vehicle and soldier to first do that and continue on and if it is loaded into the vehicle already I want both the vehicle and soldier to ignore any load order and continue. I hope this clarifies better. -
ArmA2: The All New OFFICIAL "where to buy?" Thread.
wikoli677 replied to Placebo's topic in ARMA 2 & OA - GENERAL
On 07/16, I ordered ArmA2 from Newegg and received it on 07/21. $46.99...no sales tax (since Newegg doesn't run anything in my state) and free shipping. Good place to get it.