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tsd16

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Everything posted by tsd16

  1. So, when the helicopter gets hit in the opening scene of mission 1 in BAF, the helo crashes and I die, every time. Ive tried playing it 6 times and the same thing happens every time. I cant jump out or anything.
  2. in the below script, it doesnt seem to break out of the while loop here any ideas to why? (the helo will go all the way to the ground, but wont pop back up, it sits there, so the loop isnt exitting when the _height is less than 10. EDIT: I think i know what the issue is, it only has the initial height, I need to some how dynamically keep getting that variable. EDIT: never mind, was way overzealous in posting for help this thread can be locked removed deleted. getting _height = (position _vehicle) select 2; at the end of each loop fixes it. _group = _this select 0; _vehicle = _this select 1; _height = (position _vehicle) select 2; while { _height > 10 } do { _vehicle setVelocity [0,0,-5]; }
  3. Check this out for helo insertions. I put it together out of the two scripts you posted earlier. and a little modification. Basically, (ive tested it about 20 times). What it will do is give you a smooth exit, Also, the helo will land under fire. It should hover at whatever the flyinheight is set to. how it works: 1. Set up a trigger to execute the script (i.e. BLUFOR, present). 2. Put your helo, give it a name, place a group give the group a name move in cargo helo bla bla bla you know all that. 3. give your helo a MOVE waypoint to the trigger, not transport unload. 4. give your move waypoint a timer (Ive been testing on 40 seconds) so it will wait awhile before moving to its next waypoint. 5. give your soldier group its waypoints (get out waypoint not required). Its obviously not super accurate, so make sure the area within your trigger radius is suitable for landing. What it does: once you enter the trigger radius, it forces the helo to descend, then it sets the flyinheight to hover (you can set this to whatever you want). I set it to sleep for a bit here, so as it adjusts its height your troops dont start jumping out if as its adjusting its height and kill themselves (this can be tweaked to your liking). After it sleeps your troops will pop out one by one (1 every second roughly). So far its been pretty smooth. Once the timer is up on the waypoint the helo will exfil to its next waypoint* (asterix on the exfil when under fire 1 time out of my tests the AI went haywire and didnt move after the waypoint timer was up, hey but at least it landed, it wont happen if you arent under fire). Some notes: I tried just setting flyinheight only as opposed to set velocity first. It worked to a point but the helo kept moving forward, which could cause it to run into things and result in bumpy akward landings. With set velocity first, it stops, then slowly descends. Then setting flyinheight will adjust the height to what you want when your troops exit, you sleep after that just to give it a little time to adjust before the while loop executes that triggers your troops to get out. _group = _this select 0; _vehicle = _this select 1; _height = (position _vehicle) select 2; _aunits = units _group; _j = count _aunits; _i = 0; while { _height > 6 } do { _vehicle setVelocity [0,0,-5]; _height = (position _vehicle) select 2; }; _vehicle flyInHeight 3; sleep 8; while {_j>_i} do { (_aunits select _i) action ["getOut",_vehicle]; unassignVehicle (_aunits select _i); _i=_i+1; sleep 1; }; _vehicle flyInHeight 100;
  4. Everyone in this thread knows how to make a helo insertion. What we are trying to do is circumvent the dumb things the AI does that will ruin them. i.e. put about 4-5 enemy soldiers within firing distance of your LZ. Run the same insertion mission 10 times. Then tell me how many times the helo even landed let alone landed smoothly. Back on topic, I think Mando's heliroute script is something to build on. Ive been spending days trying to understand it completely so I can modify it. It essentially takes complete control over your chopper on the approach to the LZ once the helo gets reduces its speed on a approach, and will make perfect pin point landings. I imagine it can be adjusted to set the height it hovers before unloading. My goal for it is to try and force the core script to trigger once the helo is in range of the destination, and not in range + speed. As it stands it wont kick in unless you are moving slow enough. Ive went over it numerous times and simply dont understand, what part of the script causes the landing script to kick in.
  5. I searched in the Arma 2 section, and couldnt find what I was looking for (suppose the search criteria is too generic). Couple of questions: 1. how can I change the name of the player character in a mission (i.e. normally it uses the players profile name, I would like to set that name.) 2. My briefings dont pop up prior to the mission executing like they used to in Arma1/OFP. when the mission begins and I pop up the map, everything comes up fine there (notes, tasks etc), i was under the assumption if there was a briefing, you would have time to review it before the mission begins. Thanks, in advance.
  6. 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.
  7. Thanks for the info re: the character names. For the briefing I have created a briefing.sqf and a briefing.html (which is actually the debriefing in Arma2). Ive downloaded Arma2 missions, that have working briefings that pop up prior to the start of the mission. Ive analyzed a working briefing mission to mine over and over again, I cant see anything they are doing that I am not. no matter what, starting the mission shoots me strait into the action as opposed to kicking off the briefing first. (yes I have execVM "briefing.sqf";) in the init. All of the info from my briefing is present when viewing the map while in game, it just doesnt go to the briefing first. Although its the same thing with my intro as well, I modelled an intro after the one from another mission, and again it doesnt show the intro when you start the mission, for the life of me I cant figure out why. Ive extracted the PBO to make sure everything is there in the mission, it is. So this is baffling me.
  8. tsd16

    Name change

    Im not sure if you can from in game. You can create another profile, thats what I did.
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