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braker

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Everything posted by braker

  1. Ok, for some reason, It does work now. BI's AI is very strange sometimes...
  2. By "on top" you mean "attached"? If that is the case, I've already tried... NOTE: I use the 3D editor.
  3. Tried with 16 paratroopers instead of 4, and doesn't work...
  4. In your scenario, the helicopter stop after dropping when the player is not the team leader... Same behaviour as my scenario. I have a "generic error" when I execute theses commands... ÉDIT : ok, tried with: heligroup = createGroup west; [heliD, heliG, heliLG, heliRG] join heligroup; and [heliD, heliG, heliLG, heliRG] join grpNull; and thats doesn't work... The helicopter instantly stop to follow his waypoints when these commands are executed... We have to drop the "join group" solution.
  5. Yes I thought about, but I dont know how to ungroup the helicopter by a command...
  6. So I have tried to move the paratroopers in the UH-80 via the drag and drop of 3D editor on your scenario. And by keeping the init field of the team leader... The result was that the helicopter don't follow his waypoints after drop... Also tried to move out the paratroopers from my Chinook in my test scenario, and put your lines in the team leader's init field ("moveInCargo", etc...). The result was the same as above... I definitely not understand the issue...
  7. I'm not very comfortable with scripting... If it does not bother you, I would like you to take a look at my test scenario. My mission scenario is here : https://mega.nz/#!Fg...0hm6_r1uW06v1UI (3D editor.) Thanks again for help.
  8. I d'ont understand why the beerkan's scenario work fine and not mine...
  9. No problem, I just want to understand the ArmA3's AI helicopter's mechanics... EDIT: for the helicopter, I just want that it return to base imediately after drop... Additionally, stationary drop causes damages to the paratroopers when opening parachutes.
  10. Your command does not work in my scenario... The helicopter vertical land after drop... (Tested with the scenario on the first post and with an UH-80 on another test scenario.) On the other hand, I put the unit in the helicopter in 3D editor by drag and drop.
  11. No, it's ok. And yes, thats work nice.
  12. Hello, I need help to implement this script in my mission. What I must put in my trigger to execute the script ? Here is the script: // --- get vehicle out of unitPlay V1.1 --- by TheRegurgitator //out of fuel method stops vehicle momentarily, but it retains its velocity when it is set back to _vel //get velocity _vel = velocity _vehicle; //stop unitPlay _vehicle setFuel 0; sleep 0.001; _vehicle setFuel 1; // you can change this value to have it get the fuel from beforehand, but usually fuel is not an issue when using unitPlay //set velocity back to previous _vehicle setVelocity [ (_vel select 0), (_vel select 1), (_vel select 2) ]; Thanks and regards.
  13. Can you explain what was the problem ? It is the cargo assignation ? Is possible to put the units directly in the helicopter by the 3D editor (without the "moveInCargo" command) ? Thank for help.
  14. So I have modified the script: // --- get vehicle out of unitPlay V1.1 --- by TheRegurgitator //out of fuel method stops vehicle momentarily, but it retains its velocity when it is set back to _vel _vehicle = _this select 0; //get velocity _vel = velocity _vehicle; //stop unitPlay _vehicle setFuel 0; sleep 0.001; _vehicle setFuel 1; // you can change this value to have it get the fuel from beforehand, but usually fuel is not an issue when using unitPlay _vehicle engineOn true; //set velocity back to previous _vehicle setVelocity [ (_vel select 0), (_vel select 1), (_vel select 2) ]; I can now stop Unitplay when both pilots dies...
  15. Ok thats work for me with a Little Bird. Thanks for help.
  16. Thank's for your reply. I've tried to put a 1 kilometer radius for the waypoints after drop and is the same... Capture & Play is the last resort. I think there is a "magic command" to reset the AI or something like, because when I am the team leader, the problem does not happen...
  17. Thats work, thank you ! ÉDIT : It's "animateDoor" not "Source".
  18. Hello, I just would like for my AI diver group, to disembark underwater from their SDV. But for strange reason, they go to shore before disembark... I have tried everything that I found, but all failed... I have tested all ways like "{action eject}, unassignVehicle, etc..." but the AI units get in imediately after getting out at the waypoint... I definitely need an expert... Thanks and regards. PS: I'm looking to get all of the team out from the SDV and not only three members of four. (Without the driver.) ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Here you can find my test senario (3D editor): https://mega.nz/#!Iw430RZR!8GYXgYIELpFyDkFWyawylLlhmu-s_NsSVlhwxS5L0_A The goal is to make that the AI diver group, disembark at the "GET OUT" waypoint, and continue by swimming to the last waypoint. Thank again.
  19. Ok, I have definitely found the most optimized solution. "leaveVehicle" do the job perfectly. There is two possible scenarios: 1) you are in the diver team (not the leader, beacause in this case, the problem does not arise): - put a variable name for your SDV (e.g. "submarine"); - create a waypoint of type "MOVE"; - put this in the "On Activation" field of the waypoint: group player leaveVehicle submarine; {_x action ["GetOut", vehicle _x];} forEach units group player; 2) your are not in the diver team (full AI group): - put a variable name for your SDV (e.g. "submarine"); - create a waypoint of type "MOVE"; - put this in the "On Activation" field of the waypoint: diverTeam leaveVehicle submarine; {_x action ["GetOut", vehicle _x];} forEach units diverTeam; - put that in the "Init" field of the leader of the diver group: diverTeam = group this; I hope that this will help... If someone have a better solution, I'm open... Thank for replies and have a nice day. PS: Mynock, I have tried and the AIs can visibly get in a locked vehicle. (Tried with all parameters for "lock".) PS2: Don't forget to put a timed waiting in the "Timer values" fields of the waypoint if the group quit savagely the SDV and let the engine on.
  20. This can be a more "clean" solution... I will try.
  21. I think that you found the solution. I need to make more tests. I'll keep you informed.
  22. I've tried with: {moveOut _x;} forEach units group player; on the "OnAct" field of the waypoint but that does not work... The AI leader commands a "get in" imediately after the "moveOut" action.
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