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peppy

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Posts posted by peppy


  1. Vary cool, So a question I have is, are there any G'Effects default in the Game, to be honest I have never played as a Jet pilot, mainly because it’s too fast, and the maps are WAY too small for any real fast air stuff.

    hay Off Topic Question, Is there any mods or scripts that can allow players the back pack features without mods, like ACE, Personal I can stand that mod, no offence to any one, know it took one hell of a lot of work.

    Maybe you can help here http://forums.bistudio.com/showthread.php?p=1845632#post1845632


  2. Hum about Multiple destinations?

    Hay all looking or Intel on what would be the most efficient means of accomplishing this.

    I have a Helo spawned off in the distance, and I gave it a order to RECON my location.

    At the moment I am using markers for visual referencing, how can I get that Helo to move to each of the markers automatically.

    Can I put an array in a DoMove? Or is there a better method?

    thanks.


  3. And my apologies that i assumed that you don't know much (wouldn't have said "anything"), in fact i don't know you nor your skills, just what you post in this forum. And the other thread just suggested that it lacks the very basic knowledge. No offence intended.

    Lol not that I have dont know, I dont remmber! its all coming back real fast thought. :)

    Roger that appreciate the support. I am doing the best I can, and hope to have a working model out ASAP.

    For me this is not such a big thing, I have been scripting or well playing with scripts a long time, but that was a long time ago, I am the creator of the old Ghost recon “E2†and “E3†mode mods, My handle was Locks_g then. I remember making the first dynamic weather system for the old GR, was fun..

    Some History about me, if you care to read.

    I originally was a mission maker who was noted for making “E3†complex missions I called them "Hard Core Elite" missions then, as I got better at scripting and mission making I started calling them Hc-E2, and Hc-E3 missions, or "Hard Core Elite 3" Meaning x3 harder and more complex the hard setting in the game. Missions were hosted on my personal servers and where quite popular for the peeps who liked long play, as some mission would last a good hour or two of game play. My intention is the same here, to demonstrate how complex it can be, but to keep it simple for the end user.

    As a fact all things “E3†started after me.

    Consider this is only the first script, I am also working on a side script titled “Complete Control Systems†or “CcSâ€, this script package will allow the User to interact with all things in the game, and I mean ALL, and that is a complex script. :)

    ---------- Post added at 01:46 PM ---------- Previous post was at 01:41 PM ----------

    to be honest Myke I appreciate it , thanks. Are you working on anything now?


  4. lol Nothing to it, you assume that I don’t know anything about Scripting, I don’t know much about this lingo, but all scripting is Logical, therefor it is simple.

    Also I appreciate your suggestions. I already have the menu system that offers more than 22 options and 3 parts of my intended project complete and it has only been 2 days, Or 5 hours to be more corect.

    As for posting in what forums or whatever you suggest "ArmA 2 & OA - MISSION EDITING & SCRIPTING" ?

    PS: I wanted to add that I appreciate that you consider this project complex, it makes it seem more then what it is, and inspires me to do the best I can for the users who will use it.


  5. Okay Gotit for anyone else who may read this.

    arguments: Anything - (optional) Arguments to pass to the script (will be (_this select 3) for the script).

    @ http://community.bistudio.com/wiki/addAction

    1. addaction gives the player a "1a" option in his action menu, that should pass player, and 1 if selected, "this addAction ["1a", "test.sqf", [This, 1],1];"

    2. addaction gives the player a "2a" option in his action menu, that should pass player, and 2 if selected, "this addAction ["2a", "test.sqf", [This, 2],1];"

    The Script has the following

    _caller = (_this Select 3) Select 0;

    _index = (_this Select 3) Select 1;

    if ( _index == 1 ) Then { Hint "Select1"; };

    if ( _index == 2 ) Then { Hint "Select2"; };

    I missed this.. Thanks all.


  6. FAST Means I am putting many hours in the LEARNING CURVE. I am working on the Menu System right now, after that easy stuff, and trust me this is nothing at all, hence why I can start with such a "complex" asks.

    Hay Myke: Thanks I will move all my questions to mission editing, also the basics are logical, thus it is not rocket science and not vary hard to learn. I just wanted to add, that replying to posts without adding to them is rather pointless you should try not to do that.

    Also you have a really weak idea of learning, the Idea is to create something complex, and learn as its becomes realized. Why waste time with a buck of useless side projects, when you can learn from one.

    As I mentioned, no worries, wrong place, so wrong people answering, thanks.


  7. I thought I would take the time to put down what I intend on doing with this script, so here it is.

    This Script will be available to players as a Module once it is complete.

    It is developing FAST but I need alot of help, only a newbee.

    Intrested in talking part or just keeping track, welcome.

    I will be posting Script parts and examples for testing for peeps who care to test it out.

    Thanks.

    Elements include:
    
    One Chalk MH-60s with a crew of four.
    Chalk Guard Team, a Team of four solders each Independent of Each other and the Chalk.
    Medic Team, a Team consisting of one medic, and his Backup.
    A fast Action Team Independent but grouped.
    
    Available Mission Types:
    Transportation of Ammunitions.
    Transpiration of Reinforcements.
    Medical Service.
    Air Recon Services.
    Hot Extraction. (When Selecting, Chalk Land! & Chunk Bug – Out!
    
    Available Basic Chalk Controls: via Radio
    
    Chalk Deploys Spook (Top Secret at the moment! – Not included yet..)
    
    Chalk Moves to Players Selected location. (See Notes)
    
    Chalk Land My Location.
    	Land At My location
    		Danger Close! Land!
    		Safe & Clear! Land!
    Land at Map Location
    		Danger Close! Land!
    		Safe & Clear! Land!
    Land
    
    Chalk Air Recon & Land.
    Recon Start & End
    	At My Position
    	At Map Position
    
    Chalk Provide Support.
    Ammunition & Personal
    	Ammunitions
    	Personal
    		Four men
    		Two men
    	Ammunition & Personal
    Equipment Transportation
    	Empty Transport
    	Transport with Personal
    	Transport with Personal & Ammo
    Medical Services
    	Medics Manual
    	Medics Semi-Auto
    	Medics Auto
    
    Chalk Hover.
    Set Hover Height
    	At My Position
    	At Map Position
    	Hover 10.
    	Auto Hover 
    
    Chalk Bug Out!.
    Chalk Bug Out 10
    Chalk Bug Out 20
    Chalk Bug Out!
    
    Addition options: See Special.
    
    All Advanced options:
    
    Chalk Moves to player or map location and adds radio communications that include the following.
    
    Chalk Land my Location.
    Sub-Command = Land at My location
    	Sub-Command = Danger Close! Land!
    		-Chalk will Land lights off, and hot.
    	Sub-Command = Safe & Clear! Land!
    		-Chalk will land Normal.
    Sub-Command = Land at Map Location
    	Sub-Command = Danger Close! Land!
    		-Chalk will Land lights off, and hot.
    	Sub-Command = Safe & Clear! Land!
    		-Chalk will land Normal.
    Sub-Command = Land.
    	-Chalk will land immediately.
    
    Chalk Air Recon & Land. 
    Sub-command = Recon Start & End.
    		-Player will define the radius of the chalks circle by selecting two points on the map, one the start, or center, and two the end, the Distance between Start and End is the outer radius, given it is not less the 100.
    	Sub-Command = At My Pos.
    		-Chalk will Recon 100m default or player defined radius above players location.
    	Sub-Command = At Map Pos.
    		-Chalk will Recon 100m default or player defined radius at players selected map location.
    Chalk Provide Support.
    Sub-Command = Ammunition & Personal. 
    	Sub-Command = Ammunitions.
    		-Chalk will land leaving an Ammunitions crate behind.
    Sub-Command = Personal. * (See Special.)
    	Sub-Command = Four Man.
    		-Chalk will deliver a four man team. (Default  .Hpp file) 
    	Sub-Command = Two Man.
    		-Chalk will deliver a two man team. (Default  .Hpp file)
    	Sub-Command = Ammunition & Personal. 
    		-Chalk will deliver the (default) team, and ammunitions crate.
    Sub-Command = Equipment Transportation. 
    	Sub-Command = Empty Transport.
    		-Provides Predefined Vehicles or Available vehicles. (via .hpp file.)
    	Sub-Command = Transport with Personal.
    		-Same as above but Delivers Default Crew for Vehicle Type.
    	Sub-Command = Transport with Personal & Ammo.
    		-Same as above but Vehicle has modified ammo and weapons aboard.
    
    Sub-Command = Medical Services * (See Special.)
    Sub-Command = Medics Manual.
    	-Medic Joins Players team for as long as there are wounded.
    Sub-Command = Medics Semi-Auto.
    	-Medic will be assigned a Team, where the player will control them externally.
    Sub-Command = Medics Auto.
    	-Medic automatically heals any wounded soldiers in players group. 
    
    Chalk Hover.
    Sub-Command = Hover At Set Height	
    		-Player will define the “height†of the chalks Hover by selecting two points on the map, one the start, and two the end,  the Distance between Start and End is the Height, given it is not less then 1.
    	Sub-Command = At My Position.
    		-Chalk will Hover at 20 (default) or Player defined height at players location.
    	Sub-Command = At Map Position.
    		-Player will define the position of the chalks hover by selecting a point on the map.
    Sub-Command = Chalk Hover 10.
    	-Chalk will drop to 10 at current location immediately (May crash if not clear).
    Sub-Command = Auto Hover.
    	-Leaves the Chalk hovering until give addition orders.
    Chalk Bug Out!
    Sub-Command = Chalk Bug Out 10
    	-Chalk will Move to Random Position for 10 min. 
    Sub-Command = Chalk Bug Out 20
    	-Chalk will Move to random Position for 20 min.
    Sub–Command = Chalk Bug Out!
    	-Chalk will return to base.
    
    Special [Personal]:
    
    Once Personal is on the ground and near the player the following options will be made available to the player.
    
    Team-Name Join My Team.
    	The Requested Team will join the players Team.
    Team-Name under My Orders.
    	The Requested Team will be assigned a Team under the player’s control.
    Team-Name Independent of Me.
    	The Requested Team will work under scripting that includes routines for.
    		Defend Players Team.
    			Ai Team will Follow Defend scripts when player has contact.
    	Cover and Stealth.
    		Ai Team will Cover when player team is not under fire but has contact.
    	Responsive action as per player’s action.
    		Stance.
    			Copy Stance Auto, Semi, or None. (via .hpp file.)
    		Formation.
    			Copy Formation, Independent, Situational. (via .hpp file.)
    		Combat Status.
    			Copy Combat, Full Combat, Auto Combat. (Via hpp. File.)
    		Behavior.
    			Copy Behavior, Auto Behavior, Situational Behavior. (via .hpp file.)
    		Position.	
    			Distance Far, Distance Mid, Distance Near, Independent (via .hpp file.)
    
    
    Special [Medics]:
    
    Once Medics are on the ground and near the player the following options will be made available to the player.
    
    Medic Join My Team.
    	The Requested Team will join the players Team.
    Medic under My Orders.
    	The Requested Team will be assigned a Team under the player’s control.
    Medic Independent of Me.
    	The Requested Medic will work under scripting that includes routines for.
    		Checking for injured on players team.
    		Move to and heal AI and player.
    		Semi Responsive action.
    		Automatic situational responses.
    		Board Chalk when no longer needed.
    
    
    The End!..
    
    Whooo.
    

    Sorry if I have forgotten anything, work in progress but this is the intention. :)[/


  8. this is a simple land anywhere script, it will do just that, land any helo and where.

    Sample Mission.

    copy & past to a notepad, save in a folder with any name.Chernarus, in your missions folder.

    Note

    This Sample shows the Helo Landing on a Dock.

    version=11;
    class Mission
    {
    addOns[]=
    {
    	"chernarus",
    	"CAAir"
    };
    addOnsAuto[]=
    {
    	"CAAir",
    	"chernarus"
    };
    randomSeed=6634123;
    class Intel
    {
    	startWeather=0.25;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=4;
    	minute=20;
    };
    class Groups
    {
    	items=2;
    	class Item0
    	{
    		side="WEST";
    		class Vehicles
    		{
    			items=1;
    			class Item0
    			{
    				position[]={7070.6265,6.0203533,2189.0115};
    				azimut=281.58401;
    				special="NONE";
    				id=0;
    				side="WEST";
    				vehicle="USMC_Soldier_SL";
    				player="PLAYER COMMANDER";
    				leader=1;
    				rank="LIEUTENANT";
    				skill=0.82744098;
    			};
    		};
    	};
    	class Item1
    	{
    		side="WEST";
    		class Vehicles
    		{
    			items=1;
    			class Item0
    			{
    				position[]={6810.5132,0.023219422,2178.2158};
    				azimut=81.080101;
    				special="FLY";
    				id=1;
    				side="WEST";
    				vehicle="MH60S";
    				leader=1;
    				skill=0.60000002;
    				text="Helo1";
    			};
    		};
    		class Waypoints
    		{
    			items=1;
    			class Item0
    			{
    				position[]={7024.8413,6.0199947,2185.0615};
    				expActiv="Null = [Helo1,7] ExecVM ""Lander.sqf"";";
    				class Effects
    				{
    				};
    				showWP="NEVER";
    			};
    		};
    	};
    };
    class Sensors
    {
    	items=1;
    	class Item0
    	{
    		position[]={6995.0313,6.0193253,2181.4912};
    		activationBy="MEMBER";
    		interruptable=1;
    		type="SWITCH";
    		age="UNKNOWN";
    		idVehicle=1;
    		class Effects
    		{
    		};
    	};
    };
    };
    class Intro
    {
    addOns[]=
    {
    	"chernarus"
    };
    addOnsAuto[]=
    {
    	"chernarus"
    };
    randomSeed=9063056;
    class Intel
    {
    	startWeather=0.25;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=9;
    	minute=20;
    };
    };
    class OutroWin
    {
    addOns[]=
    {
    	"chernarus"
    };
    addOnsAuto[]=
    {
    	"chernarus"
    };
    randomSeed=9776974;
    class Intel
    {
    	startWeather=0.25;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=9;
    	minute=20;
    };
    };
    class OutroLoose
    {
    addOns[]=
    {
    	"chernarus"
    };
    addOnsAuto[]=
    {
    	"chernarus"
    };
    randomSeed=1771663;
    class Intel
    {
    	startWeather=0.25;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=9;
    	minute=20;
    };
    };
    
    

    Mission Sample x2 Helo landing on top Building. (save in folder of any name.utes)

    version=11;
    class Mission
    {
    addOns[]=
    {
    	"CAAir",
    	"utes"
    };
    addOnsAuto[]=
    {
    	"CAAir",
    	"utes"
    };
    randomSeed=12659731;
    class Intel
    {
    	startWeather=0.39999998;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=2;
    	minute=20;
    };
    class Groups
    {
    	items=2;
    	class Item0
    	{
    		side="WEST";
    		class Vehicles
    		{
    			items=1;
    			class Item0
    			{
    				position[]={3568.0347,28.121769,3649.479};
    				azimut=-22.595522;
    				id=0;
    				side="WEST";
    				vehicle="USMC_Soldier";
    				player="PLAYER COMMANDER";
    				leader=1;
    				skill=0.60000002;
    			};
    		};
    	};
    	class Item1
    	{
    		side="WEST";
    		class Vehicles
    		{
    			items=1;
    			class Item0
    			{
    				position[]={3534.8264,31.879457,3878.99};
    				azimut=174.58076;
    				special="FLY";
    				id=1;
    				side="WEST";
    				vehicle="MH60S";
    				leader=1;
    				skill=0.60000002;
    				text="Helo1";
    			};
    		};
    		class Waypoints
    		{
    			items=1;
    			class Item0
    			{
    				position[]={3517.9788,19,3580.5928};
    				class Effects
    				{
    				};
    				showWP="NEVER";
    			};
    		};
    	};
    };
    class Sensors
    {
    	items=2;
    	class Item0
    	{
    		position[]={3495.4089,18.930267,3566.9727};
    		a=0;
    		b=0;
    		activationBy="ALPHA";
    		repeating=1;
    		interruptable=1;
    		age="UNKNOWN";
    		expActiv="Null = [Helo1, 5, 270, 10] ExecVM ""Lander2.sqf"";";
    		class Effects
    		{
    		};
    	};
    	class Item1
    	{
    		position[]={3517.9495,19,3630.7354};
    		angle=-90.419296;
    		activationBy="VEHICLE";
    		interruptable=1;
    		age="UNKNOWN";
    		idVehicle=1;
    		expActiv="Null = [Helo1, 5, 270, 10] ExecVM ""Lander2.sqf"";";
    		class Effects
    		{
    		};
    	};
    };
    };
    class Intro
    {
    addOns[]=
    {
    	"utes"
    };
    addOnsAuto[]=
    {
    	"utes"
    };
    randomSeed=14708003;
    class Intel
    {
    	startWeather=0.40000001;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=14;
    	minute=20;
    };
    };
    class OutroWin
    {
    addOns[]=
    {
    	"utes"
    };
    addOnsAuto[]=
    {
    	"utes"
    };
    randomSeed=7429690;
    class Intel
    {
    	startWeather=0.40000001;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=14;
    	minute=20;
    };
    };
    class OutroLoose
    {
    addOns[]=
    {
    	"utes"
    };
    addOnsAuto[]=
    {
    	"utes"
    };
    randomSeed=15402884;
    class Intel
    {
    	startWeather=0.40000001;
    	forecastWeather=0.25;
    	year=2008;
    	month=10;
    	day=11;
    	hour=14;
    	minute=20;
    };
    };
    

    The Script.

    Copy and past to a notepad, save as lander2.sqf

    _heli = _this select 0;  // -- Selected Helo
    _duration = _this select 1;  // -- Time to Rotat desierd direction on landing.
    _dirEnd = _this select 2; // The Direction Facing on Landing.
    _Heliz = _This Select 3;  // The Z value or Height of Touch Down.
    
    _Helip = GetPos _Heli Select 2;
    _dirSTart = direction _heli;
    
    _dirDiff = (_dirStart - _dirEnd) / _duration;
    
    DoStop _heli;
    sleep 2; // Changing this Causes some intresting Sideways flying! Critical for Preicition landings.
    
    
    _timeNow = time;
    _timeFinal = _timeNow + _duration;
    
    while {(time) <= _timeFinal} do {
    
    	_i = (time) - _timeNow;
    
    	_heli setdir (_dirStart - _dirDiff * _i);
    
    	//hint str [_i,_dirDiff];  // Debig Info
    
    sleep 0.01;
    
    while {_Helip > _Heliz} do {_Helip = _Helip -1; _Heli Flyinheight _Helip;};
    
    };
    
    waitUntil {position _heli _Helip == _Heliz};
    _Heli action ["engineOff", _Heli];
    
    exit;
    
    

    Enjoy.. PS: its a Newbee script, cuse I am a newbee! cheers.


  9. this is what I have in the INIt of the player.

    this addAction ["1a", "test.sqf", [this, 1]];

    This is what I have in the "test.sqf" script.

    _unit = _this select 0; // nOT nEEDED iN tHIS iNSTANCE bUT wILL bE.

    _Typ = _this Select 1;

    If ( _Typ == 0 ) tHEN { hINT "sAY hELLO";};

    If ( _Typ == 1 ) tHEN { hINT "sAY gObYE";};

    i tRYED tHE sAME tHING wITH a tRIGGER, wITH tHE fOLLOWinG.

    nULL = [tHIS, 1] eXECvm "TEST.SQF";

    iT rETUERNS "gObYE".

    aNY iDEAS?


  10. Hay I thought I could help out here, I am new myself, but this works.

    I wrote this today after seeing your post.

    Copy and Paste this in to a notepad, save as "Loander.sqf" in a new folder in your Missions folder called "Whatever.Chernarus".

    _LHth = GetPos player Select 2;

    _LHHl = GetPos Helo1 Select 2;

    hint "start";

    while {_LHHl > _LHth} do

    {

    _LHHl = _LHHl -1;

    Helo1 Flyinheight _LHHl;

    };

    Sleep 6;

    Helo1 action ["engineOff", Helo1];

    Copy this and save it as "mission.sqm" in that same folder.

    version=11;

    class Mission

    {

    addOns[]=

    {

    "cacharacters2",

    "chernarus",

    "CAAir"

    };

    addOnsAuto[]=

    {

    "cacharacters2",

    "CAAir",

    "chernarus"

    };

    randomSeed=6634123;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    class Groups

    {

    items=2;

    class Item0

    {

    side="WEST";

    class Vehicles

    {

    items=1;

    class Item0

    {

    position[]={7022.2368,6.0199947,2183.4451};

    azimut=281.58401;

    special="NONE";

    id=0;

    side="WEST";

    vehicle="USMC_Soldier_SL";

    player="PLAYER COMMANDER";

    leader=1;

    rank="LIEUTENANT";

    skill=0.82744098;

    };

    };

    };

    class Item1

    {

    side="WEST";

    class Vehicles

    {

    items=1;

    class Item0

    {

    position[]={6682.8032,0.38320601,1753.6061};

    azimut=81.080101;

    special="FLY";

    id=1;

    side="WEST";

    vehicle="MH60S";

    leader=1;

    skill=0.60000002;

    text="Helo1";

    };

    };

    class Waypoints

    {

    items=1;

    class Item0

    {

    position[]={7027.2754,0.23017782,2231.3352};

    expActiv="DoStop This;";

    class Effects

    {

    };

    showWP="NEVER";

    };

    };

    };

    };

    class Sensors

    {

    items=1;

    class Item0

    {

    position[]={6996.772,6.0193253,2189.146};

    activationBy="MEMBER";

    interruptable=1;

    type="SWITCH";

    age="UNKNOWN";

    idVehicle=1;

    expActiv="This = ExecVM ""Lander.sqf"";";

    class Effects

    {

    };

    };

    };

    };

    class Intro

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=9063056;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    class OutroWin

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=9776974;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    class OutroLoose

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=1771663;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    Load game and see what I have going on.

    You will ALWAYS have to have the WP at which the Helo is to land Past the intended Landing Zone, Which is 50m, The outer ring of the Trigger is a good indication of where the actual WP should be, just past the center of the Trigger is the intended landing zone.

    It will not matter what direction the helo comes from, it only matter that it path crosses the center of the trigger.

    Good luck had fun, find any improvements, please share!..

    Thanks.

    Helo1 Lands on Dock, Or any Exact location you want.

    Hay I thought I could help out here, I am new myself, but this works.

    I wrote this today after seeing your post.

    Copy and Paste this in to a notepad, save as "Loander.sqf" in a new folder in your Missions folder called "Whatever.Chernarus".

    _LHth = GetPos player Select 2;

    _LHHl = GetPos Helo1 Select 2;

    hint "start";

    while {_LHHl > _LHth} do

    {

    _LHHl = _LHHl -1;

    Helo1 Flyinheight _LHHl;

    };

    Sleep 6;

    Helo1 action ["engineOff", Helo1];

    Copy this and save it as "mission.sqm" in that same folder.

    version=11;

    class Mission

    {

    addOns[]=

    {

    "cacharacters2",

    "chernarus",

    "CAAir"

    };

    addOnsAuto[]=

    {

    "cacharacters2",

    "CAAir",

    "chernarus"

    };

    randomSeed=6634123;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    class Groups

    {

    items=2;

    class Item0

    {

    side="WEST";

    class Vehicles

    {

    items=1;

    class Item0

    {

    position[]={7022.2368,6.0199947,2183.4451};

    azimut=281.58401;

    special="NONE";

    id=0;

    side="WEST";

    vehicle="USMC_Soldier_SL";

    player="PLAYER COMMANDER";

    leader=1;

    rank="LIEUTENANT";

    skill=0.82744098;

    };

    };

    };

    class Item1

    {

    side="WEST";

    class Vehicles

    {

    items=1;

    class Item0

    {

    position[]={6682.8032,0.38320601,1753.6061};

    azimut=81.080101;

    special="FLY";

    id=1;

    side="WEST";

    vehicle="MH60S";

    leader=1;

    skill=0.60000002;

    text="Helo1";

    };

    };

    class Waypoints

    {

    items=1;

    class Item0

    {

    position[]={7027.2754,0.23017782,2231.3352};

    expActiv="DoStop This;";

    class Effects

    {

    };

    showWP="NEVER";

    };

    };

    };

    };

    class Sensors

    {

    items=1;

    class Item0

    {

    position[]={6996.772,6.0193253,2189.146};

    activationBy="MEMBER";

    interruptable=1;

    type="SWITCH";

    age="UNKNOWN";

    idVehicle=1;

    expActiv="This = ExecVM ""Lander.sqf"";";

    class Effects

    {

    };

    };

    };

    };

    class Intro

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=9063056;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    class OutroWin

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=9776974;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    class OutroLoose

    {

    addOns[]=

    {

    "chernarus"

    };

    addOnsAuto[]=

    {

    "chernarus"

    };

    randomSeed=1771663;

    class Intel

    {

    startWeather=0.25;

    forecastWeather=0.25;

    year=2008;

    month=10;

    day=11;

    hour=9;

    minute=20;

    };

    };

    Load game and see what I have going on.

    You will ALWAYS have to have the WP at which the Helo is to land Past the intended Landing Zone, Which is 50m, The outer ring of the Trigger is a good indication of where the actual WP should be, just past the center of the Trigger is the intended landing zone.

    It will not matter what direction the helo comes from, it only matter that it path crosses the center of the trigger.

    Good luck had fun, find any improvements, please share!..

    Thanks.


  11. Copy and past the Script to a Notepad. Save as Whatever.sqf.

    Save that to the same folder of your mission,

    Open Editor, click save, name it, and move the script to that folder, normaly found in your documents somw here.

    Call the script using "Null = ExecVM "Whatever.sqf"" with a trigger of your liking.

    PS: works good.


  12. I found that Placing waypoint a ways before the intended turn helps, I have noticed that if you place a AP on an intersection where the vehicle has to turn, it will stop every time, sometimes even backing up, or hitting shit.

    Placing the way points before the intended turn makes a big difference. I found this works well in the SAFE and careless state best, but good with normal as well, only be sure to move the WPS further from the intended turn.

    A WP has a zone of its one, a minimum for 5 so sometimes a vehicle will pass the center of a WP before it stops. Trick is to make sure the outside ring of the way point ends before your next turn does.

    If you have then driving on a long road, you only need a WP at the start and one at the end in safe, careless and normal.

    Hope it helps.

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