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Funkosapien

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About Funkosapien

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  1. Funkosapien

    Warning : Noob Questions

    I'll test that when I'm able, but I can't even get the friggin thing to land anymore, was working, but as soon as I changed it from a spawned chopper to a empty chopper with a Pilot and assigned waypoints to that pilot (empty vehicle wouldn't accept waypoints) it won't land, even though I'm doing near the exact same thing as before.
  2. Funkosapien

    Warning : Noob Questions

    Ya I figured that bit out, it just doesn't move straight away which i missed straight away cause I'm impatient. Added the empty chopper and got the pilot and team on it, now I'm back to not getting it able to land ._.
  3. Funkosapien

    Warning : Noob Questions

    What about to simply make it leave when its transport is unloaded? I decided against putting a couple weapons on the Chopper so don't need it to hang around any longer than is necessary. (Though I spose it could be handy for other lads or other missions) ---------- Post added at 01:30 ---------- Previous post was at 01:25 ---------- Wouldn't the chopper count as a BLUFOR unit? Is there any way I can omit certain units? ---------- Post added at 01:40 ---------- Previous post was at 01:30 ---------- The chopper deleted, but the pilots were doomed, I assume the 'crew' part isn't a adaptive variable? s'ok I saw something about how to assign Pilots to Vehicles.
  4. I've got it so a Helicopter lands and my Team can then disembark (did this through a bit of searching on the forums), even though it's designed as 4 player a CO-OP mission I'd like to idiot proof it and make the AI Squad Members automatically dismount when they arrive and when the Squad Members leave a 5 meter radius (gonna have a Weapon or 2 on the Chopper to enable choices (I already know how to do that)) the chopper departs, and when it gets there (out of sight) it disappears. So very basically what I need to know is : How to get AI to dismount when the chopper lands. how to get the chopper to depart when the squad members leave a certain radius. how to make something disappear when it enters a trigger. (Btw, if someone does know of some place I can learn what the commands are that'd be cool, I've mainly been picking apart other peoples code and learning from that.) Once I've got all this done I'm gonna post up a idiots guide on Helicopter insertion.
  5. Funkosapien

    transport chopper

    Thanks Lads!
  6. Funkosapien

    Arma 3 Coding

    I thought same thing actually, pretty rudimentary feature really? What would it take? 1 guy a day to add something basic? 2 days at most? It'd save countless people countless hours.
  7. Got a team of guys starting in a MH-9, not too fussed about the automated departing bit cause it's for a co-op mission and they can figure it out. But for some reason when I use the unload waypoint it just hovers about 50 meters up. How do I get it to land, and when the team leaves a certain radius take off on it's next waypoint?
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