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matkob

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Everything posted by matkob

  1. Sometimes it worked when I moved the waypoint after Join WP at least 75 m from it or even further.
  2. They started dismounting so I solved it by moving the WP after joining wp further. You could actually hear the pilot announcing the wps ahead. If he announced too much, they dismounted, if he announced only one or none, the helicopters stayed hovering (this was only happening with my mission, not with yours). In high command Prince 2,3,4 are not integrated into Prince group but have separate call-signs (alpha-xy). In my original mission they were integrated in the Prince Group. How can I script those things so they join the group, and at the release point they leave the group and unload troops separately and not as a group and subsequently they rejoin the group to RTB?
  3. So I made it working without detaching from group, however, You never know if it is going to work or not. Sometimes was unloading troops, sometimes the helicopter just ascends and does not move -seems to be dependent on how and how much waypoints the AI is going to read at one time - sometimes you can hear him saying 3 in advance, sometimes none. If I group the helos at the beginning, it does no even spawn the other helos. Everytime it is not working I needed to restart editor or even Arma. Anyway, how would i script something like that? version=12; class Mission { addOns[]= { "A3_Air_F_Heli_Light_01", "A3_Characters_F_BLUFOR", "A3_Structures_F_Mil_Helipads", "a3_map_altis", "A3_Modules_F_HC" }; addOnsAuto[]= { "A3_Air_F_Heli_Light_01", "A3_Characters_F_BLUFOR", "A3_Modules_F_HC", "A3_Structures_F_Mil_Helipads", "a3_map_altis" }; randomSeed=15901876; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; class Groups { items=9; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14835.816,17.911091,16377.931}; azimut=132.295; id=0; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; rank="CAPTAIN"; skill=0.94030851; text="prince1"; init="this engineOn true; this allowFleeing 0; prince1 setgroupid [""Prince""]; this setformation ""file"";"; }; }; class Waypoints { items=17; class Item0 { position[]={14835.816,17.911091,16377.931}; id=0; synchronizations[]={13}; class Effects { }; showWP="NEVER"; syncId=8; }; class Item1 { position[]={14838.288,17.92,16386.164}; synchronizations[]={14}; class Effects { }; showWP="NEVER"; syncId=9; }; class Item2 { position[]={14839.954,17.92,16394.818}; synchronizations[]={15}; class Effects { }; showWP="NEVER"; syncId=10; }; class Item3 { position[]={14981.679,17.879999,16714.135}; class Effects { }; showWP="NEVER"; }; class Item4 { position[]={15109.271,17.91,16890.16}; class Effects { }; showWP="NEVER"; }; class Item5 { position[]={15054.031,17.620037,17275.047}; class Effects { }; showWP="NEVER"; }; class Item6 { position[]={15417.774,29.657646,18076.709}; class Effects { }; showWP="NEVER"; }; class Item7 { position[]={15780.439,31.968895,18713.895}; class Effects { }; showWP="NEVER"; }; class Item8 { position[]={16449.904,22.258015,19201.23}; class Effects { }; showWP="NEVER"; }; class Item9 { position[]={17029.168,26.760773,19226.285}; class Effects { }; showWP="NEVER"; }; class Item10 { position[]={17601.123,19.305683,19087.877}; class Effects { }; showWP="NEVER"; }; class Item11 { position[]={17723.324,-0.099327967,18824.314}; class Effects { }; showWP="NEVER"; }; class Item12 { position[]={17639.295,0.10915405,18572.4}; class Effects { }; showWP="NEVER"; }; class Item13 { position[]={17385.574,6.3479171,18293.115}; class Effects { }; showWP="NEVER"; }; class Item14 { position[]={17362.498,6.8900318,18267.125}; expActiv="{unassignVehicle _x;} forEach units dragon1; commandGetOut units dragon1; {unassignVehicle _x;} forEach units dragon2; commandGetOut units dragon2; {unassignVehicle _x;} forEach units dragon3; commandGetOut units dragon3; {unassignVehicle _x;} forEach units dragon4; commandGetOut units dragon4;"; class Effects { }; showWP="NEVER"; }; class Item15 { position[]={17348.781,7.0657911,18257.047}; type="TR UNLOAD"; synchronizations[]={12}; class Effects { }; showWP="NEVER"; syncId=11; }; class Item16 { position[]={14952.043,17.950001,16506.76}; expActiv="Prince1 land ""land""; dostop prince1;"; class Effects { }; showWP="NEVER"; }; }; }; class Item1 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={14824.422,17.889999,16367.695}; azimut=132.295; id=1; side="WEST"; vehicle="B_Soldier_SL_F"; player="PLAYER COMMANDER"; leader=1; rank="CAPTAIN"; skill=0.94030851; text="d1"; init="dragon1 = group this; {_x assignAsCargo prince1; _x MoveInCargo prince1} Foreach Units Group this; this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F""; dragon1 setgroupid [""Dragon 1""];"; syncId=0; synchronizations[]={2}; }; class Item1 { position[]={14822.445,17.893486,16372.668}; azimut=132.295; id=2; side="WEST"; vehicle="B_soldier_M_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item2 { position[]={14820.755,17.889999,16370.943}; azimut=132.295; id=3; side="WEST"; vehicle="B_Soldier_GL_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item3 { position[]={14819.822,17.889999,16369.522}; azimut=132.295; id=4; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item4 { position[]={14818.159,17.889999,16368.143}; azimut=132.295; id=5; side="WEST"; vehicle="B_medic_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item5 { position[]={14817.996,17.889736,16366.804}; azimut=132.295; id=6; side="WEST"; vehicle="B_soldier_AR_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; }; class Waypoints { items=2; class Item0 { position[]={17363.705,6.8202686,18281.924}; type="GETOUT"; synchronizations[]={11}; class Effects { }; showWP="NEVER"; syncId=12; }; class Item1 { position[]={17364.313,6.3786278,18321.045}; class Effects { }; showWP="NEVER"; }; }; }; class Item2 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={14801.662,17.861351,16346.851}; azimut=132.295; id=7; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="CAPTAIN"; skill=0.94030851; text="d2"; init="dragon2 = group this; {_x assignAsCargo prince2; _x MoveInCargo prince2} Foreach Units Group this; this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F""; dragon2 setgroupid [""Dragon 2""];"; syncId=1; synchronizations[]={3}; }; class Item1 { position[]={14799.686,17.865347,16351.823}; azimut=132.295; id=8; side="WEST"; vehicle="B_soldier_M_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item2 { position[]={14797.995,17.860794,16350.099}; azimut=132.295; id=9; side="WEST"; vehicle="B_Soldier_GL_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item3 { position[]={14797.063,17.860001,16348.678}; azimut=132.295; id=10; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item4 { position[]={14795.399,17.860001,16347.298}; azimut=132.295; id=11; side="WEST"; vehicle="B_medic_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item5 { position[]={14795.236,17.860001,16345.959}; azimut=132.295; id=12; side="WEST"; vehicle="B_soldier_AR_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; }; class Waypoints { items=2; class Item0 { position[]={17391.947,5.7121458,18315.574}; type="GETOUT"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={17378.598,4.182024,18351.959}; class Effects { }; showWP="NEVER"; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=4; class Item0 { position[]={14838.101,17.890816,16346.213}; id=13; side="LOGIC"; vehicle="HighCommand"; leader=1; lock="UNLOCKED"; skill=0.60000002; syncId=2; synchronizations[]={0}; }; class Item1 { position[]={14822.31,17.873081,16336.358}; id=14; side="LOGIC"; vehicle="HighCommandSubordinate"; lock="UNLOCKED"; skill=0.60000002; syncId=3; synchronizations[]={1}; }; class Item2 { position[]={14800.084,17.85,16315.089}; id=15; side="LOGIC"; vehicle="HighCommandSubordinate"; lock="UNLOCKED"; skill=0.60000002; syncId=4; synchronizations[]={6}; }; class Item3 { position[]={14777.38,17.85,16291.905}; id=16; side="LOGIC"; vehicle="HighCommandSubordinate"; lock="UNLOCKED"; skill=0.60000002; syncId=5; synchronizations[]={7}; }; }; }; class Item4 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14812.688,17.872608,16351.766}; azimut=132.295; special="NONE"; id=17; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; text="prince2"; init="this engineOn true; this allowFleeing 0;"; }; }; class Waypoints { items=1; class Item0 { position[]={14822.951,17.886814,16359.66}; type="JOIN"; synchronizations[]={8}; class Effects { }; showWP="NEVER"; syncId=13; }; }; }; class Item5 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={14779.479,17.85,16323.254}; azimut=132.295; id=18; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="CAPTAIN"; skill=0.94030851; text="d3"; init="dragon3 = group this; {_x assignAsCargo prince3; _x MoveInCargo prince3} Foreach Units Group this; this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F""; dragon3 setgroupid [""Dragon 3""];"; syncId=6; synchronizations[]={4}; }; class Item1 { position[]={14777.502,17.85,16328.227}; azimut=132.295; id=19; side="WEST"; vehicle="B_soldier_M_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item2 { position[]={14775.812,17.85,16326.502}; azimut=132.295; id=20; side="WEST"; vehicle="B_Soldier_GL_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item3 { position[]={14774.88,17.85,16325.081}; azimut=132.295; id=21; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item4 { position[]={14773.216,17.85,16323.701}; azimut=132.295; id=22; side="WEST"; vehicle="B_medic_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item5 { position[]={14773.053,17.85,16322.362}; azimut=132.295; id=23; side="WEST"; vehicle="B_soldier_AR_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; }; class Waypoints { items=2; class Item0 { position[]={17401.598,5.3299437,18157.082}; type="GETOUT"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={17343.906,7.188015,18168.619}; class Effects { }; showWP="NEVER"; }; }; }; class Item6 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14783.355,17.85,16323.912}; azimut=132.295; special="NONE"; id=24; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; text="prince3"; init="this engineOn true; this allowFleeing 0;"; }; }; class Waypoints { items=1; class Item0 { position[]={14797.9,17.860001,16329.188}; type="JOIN"; synchronizations[]={9}; class Effects { }; showWP="NEVER"; syncId=14; }; }; }; class Item7 { side="WEST"; class Vehicles { items=6; class Item0 { position[]={14752.438,17.83,16298.188}; azimut=132.295; id=25; side="WEST"; vehicle="B_Soldier_SL_F"; leader=1; rank="CAPTAIN"; skill=0.94030851; text="d4"; init="dragon4 = group this; {_x assignAsCargo prince4; _x MoveInCargo prince4} Foreach Units Group this; this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F""; dragon4 setgroupid [""Dragon 4""];"; syncId=7; synchronizations[]={5}; }; class Item1 { position[]={14750.462,17.83,16303.16}; azimut=132.295; id=26; side="WEST"; vehicle="B_soldier_M_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item2 { position[]={14748.771,17.83,16301.436}; azimut=132.295; id=27; side="WEST"; vehicle="B_Soldier_GL_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item3 { position[]={14747.84,17.83,16300.015}; azimut=132.295; id=28; side="WEST"; vehicle="B_soldier_exp_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item4 { position[]={14746.176,17.83,16298.635}; azimut=132.295; id=29; side="WEST"; vehicle="B_medic_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; class Item5 { position[]={14746.013,17.83,16297.296}; azimut=132.295; id=30; side="WEST"; vehicle="B_soldier_AR_F"; rank="SERGEANT"; skill=0.94030851; init="this addprimaryweaponitem ""muzzle_snds_H""; this removeweapon ""hgun_P07_F""; this addweapon ""hgun_P07_snds_F"";"; }; }; class Waypoints { items=2; class Item0 { position[]={17263.918,6.216958,18378.27}; type="GETOUT"; class Effects { }; showWP="NEVER"; }; class Item1 { position[]={17318.938,6.2127295,18357.695}; class Effects { }; showWP="NEVER"; }; }; }; class Item8 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={14756.315,17.835089,16298.846}; azimut=132.295; special="NONE"; id=31; side="WEST"; vehicle="B_Heli_Light_01_F"; leader=1; rank="LIEUTENANT"; skill=0.94030851; text="prince4"; init="this engineOn true; this allowFleeing 0;"; }; }; class Waypoints { items=1; class Item0 { position[]={14773.233,17.847645,16308.124}; type="JOIN"; synchronizations[]={10}; class Effects { }; showWP="NEVER"; syncId=15; }; }; }; }; class Vehicles { items=5; class Item0 { position[]={17371.998,6.7226734,18277.855}; azimut=132.295; id=32; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; leader=1; skill=0.94030851; text="pad1"; }; class Item1 { position[]={17400.623,5.3857422,18314.98}; azimut=132.295; id=33; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; leader=1; skill=0.94030851; text="pad2"; }; class Item2 { position[]={17271.488,6.4023438,18380.932}; azimut=132.295; id=34; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; leader=1; skill=0.94030851; text="pad4"; }; class Item3 { position[]={17411.85,5.0506301,18157.307}; azimut=132.295; id=35; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; leader=1; skill=0.94030851; text="pad3"; }; class Item4 { position[]={14944.301,17.950001,16499.152}; azimut=132.295; id=36; side="EMPTY"; vehicle="Land_HelipadEmpty_F"; leader=1; skill=0.94030851; }; }; }; class Intro { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=14664251; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroWin { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=16049842; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroLoose { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=8545072; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; };
  4. I know how to load and unload troops but the problem i have is with units (in this case helicopters flying in formation detach from a group of helicopters, do their stuff - unload their troops in separate places and attach to the helicopters group again). How can a helicopter be detached and follow its own waypoints?
  5. I have a mission where a group of 4 helicopters is flying in a formation, when they reach their release point, the group is split, each helo unloads troops on it's respective helipad and after then they rejoin the same group. How can I detach units so they act independently and then rejoint hte mto the group? Without scripting if possible. I have already been trying hidden helicopters and copywaypoints but without any success (it used to work in BETA). Thanks in advance.
  6. Well, have not been testing this since last summer but things have changed and the system is not working anymore. The original idea is - group of helicopters transporting several groups of passengers needs to split into single helicopters, unload their passengers in their respective invisible helipads, fly away and rejoin the group. For now only the leading helicopters is doing what intended. The rest of helicopters leave the group and stop... Any ideas
  7. How can I start with earplugs attached? I treid "this additem "x39_earplug"; this attachitem "x39_earplug"" but it is not working. Thanks
  8. What if I want the units to deploy steerable parachute at the altitude of 600 - 700 m (as in real life for HALO) or 5 - 10 seconds after exiting the aircraft (as for HAHO)?
  9. I can confirm the problem with the mission
  10. Would it be possible to incorporate something like stopping those civilians (if you have to contain the area with your troops, you obviously stop all civilian cars and personnel from moving in)? Thanks
  11. If they are already sitting in a helicopter via "moveincargo" command, you just add a "transport unload" waypoint to the helo to the place you want them to disembark - do not forget to add hidden helipad. Then you click the leader of the AI group and add him a waypoint "get out". Synchronize this waypoint to the "transport unload" waypoint. Form a "get out" waypoint you can add as many waypoints as you wish. ;)
  12. Is that only me or the TKOH flight indicators are not working at all? I have a dev version of A3.
  13. This could be helpful for you. http://forums.bistudio.com/showthread.php?159465-Backpacks-Parachute-and-Scuba-Qs/page5 You then use eject command for them. Regarding them dying instantly - the helicopter has to move, otherwise they hit the rotor and die.
  14. What script did u use for HALO jump and how did u make it working?
  15. I tried setgroupid, setidentity, nothing is working. Any ideas? My helicpoter's identity is prince1 and i want it appears "Prince 1" in sidechat. I have several helicopters in a group and i want each of them has different callsign e.g. "Prince 2", "Prince 3", etc. Thanks
  16. @Goblin but then they lose their backpacks
  17. @Goblin If you do that (order them to eject) they do not have parachutes
  18. How do I make an AI group led by me to exit with me and how do I make independent AI group to execute this script after helicopter reaching a waypoint and then follow waypoints on the ground? Thanks in advance.
  19. After further testing I found out that waypoints of all deleted and destroyed units are deleted too. So your missions is working probably because they are pretty close and it is a matter of seconds while in my mission with the same system, they arrive after minutes. I found a fix for all those things. And now it is working for me (it is a similar workaround). 1. you group your units in editor (with light blue lines). 2. when you come to the release point, you have to release units one by one - that means for each unit leaving a group you will have to have a separate waypoint (the reason is probably because if you release 3 units at once, they act like if they were a group and not single units - at least some of them). Example - the first unit you are going to release (from group prince1 -leader to prince4) is "prince4". To the waypoint's on act.: field you type - . prince1 continues with it's own waypoints (subsequently you can also continuing detaching other units from the group).3. "h4" is a phoney helicopter you are going to create (you type h4 as a name). In it's init field you type: 4. you create a waypoint of "h4" on top of it (nr. 0). You synchronize that waypoint with the release waypoint of the group leader (the one where you inserted grpnull command). This is going to prevent hidden "h4" fly away until our group reaches the release point (we are going to let the hidden "h4" disappear in a moment for good - but only after our "prince4" has joined it). If the hidden unit disappears before it was joined by our separated unit - it's waypoints would be deleted automatically and our separated unit would stop. 5. To be sure "h4" does not disappear prematurely we insert at least one more normal waypoint (I recommend in a reasonable distance from nr. 0). 6. In the next waypoint we can let the "h4" disappear for good. If we do not do it, it is going to act as a prince4 leader, you can still hear sounds of engine and your real helicopters can collide with it). In the on act.: of the waypoint you type: . This way it disappears with it's crew which would otherwise appear falling from the skies.7. You continue normally with "h4" waypoints and you do everything what "prince4" is supposed to. You do not need to force the passengers out with any commands - just use normal "transport unload" - "get out" synchronized waypoint combination. That's pretty it
  20. If you set behavior to careless, you will also have to turn off the position lights somehow.
  21. Seems to me that it really depends on how the choppers are grouped. I it is via trigger or waypoint, it is not working. It started working for me as soon as I grouped them in a common way from the beginning. Your mission also works if you put "hideobject this" instead of setting damage to 1. This way the chopper still reamins there and sometimes it can cause problems - you can still hear the sounds and can cause problems with grouping or during insertion (with setting damage it appears destroyed and you have perfect crashsite). I will be trying more with "deletevehicle" but this needs to be done after your choppers joined the fake ones physically. Otherwise it is not working.
  22. It can be the speed of the aircraft because I have never set the speed to limited in any waypoint and in my mission they have to climb along the slope to get to the insertion points. Tried that with speed set to normal in new waypoints without any success. I already posted a ticket to have a waypoint to leave a group if you have previously joined it: http://feedback.arma3.com/view.php?id=9949 It should be the same system as if you get in the helo and then get out. So if you guys want that, you can support that ticket :P
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