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JustDeath

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About JustDeath

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  1. Great ! thx for the reply. I will try to get it to work for me. EDIT : Now the chopper unloads the troops right where it spawned and THEN moves to the LZ empty. Any advise how to prevent that ? seems I have to check somehow that the helicopter actually arrived at the LZ before executing _reinforcements leaveVehicle _heli; EDIT2 : I tried moving the above code in the waypointStatements expression like this _wp1 setWaypointStatements ["true", "(vehicle this) LAND 'GET IN';_reinforcements leaveVehicle _heli;"]; but the troops don´t leave the heli. I am sure there´s an easy solution to this..if i just could find it :/
  2. First I like to say i searched the Forums and there a lots of similar threads but none seems to cover the problem i have. I want to spawn a chopper via script, spawn the AI troops which then get in the chopper and are unloaded at a custom LZ (with invisible Helipad). Doing exactly that with Units placed in the editor works just fine. I place a BLUFOR AI Chopper (UH-80 Ghosthawk) with a LOAD Waypoint and an TRANSPORT UNLOAD waypoint at the desired LZ. And a BLUFOR Rifle Squad with a GETIN Waypoint near the chopper and a GETOUT waypoint at the LZ. Now i sync the LOAD with the GETIN waypoint and the TRANSPORT UNLOAD with the GETOUT waypoint. The Choppers Behaviour set to CARELESS and the whole thing works perfect. Now when i try to do this via script everything works BUT the chopper won´t land, it hovers over the LZ and stays there. Here is what i have in my script file : if (!isServer) exitWith {}; _backup1 = createVehicle ["B_Heli_Transport_01_F", getMarkerPos "HeliBackup1", [], 0, "NONE"]; BackupHeli1_X = CreateGroup WEST; "B_Soldier_F" createUnit [getMarkerPos "BackupPilot", BackupHeli1_X, "BackupPilot1 = this; this allowFleeing 0", random 1, "sergeant"]; "B_Soldier_F" createUnit [getMarkerPos "BackupCoPilot", BackupHeli1_X, "BackupCoPilot1 = this; this allowFleeing 0", random 1, "sergeant"]; "B_Soldier_GL_F" createUnit [getMarkerPos "BackupGun1", BackupHeli1_X, "BackupGunner1 = this; this allowFleeing 0", random 1, "Private"]; "B_Soldier_GL_F" createUnit [getMarkerPos "BackupGun2", BackupHeli1_X, "BackupGunner2 = this; this allowFleeing 0", random 1, "Private"]; BackupPilot1 moveInDriver _backup1; BackupCoPilot1 moveInTurret [_backup1, [0]]; BackupGunner1 moveInTurret [_backup1, [1]]; BackupGunner2 moveInTurret [_backup1, [2]]; Backup_X = Creategroup WEST; "B_Soldier_SL_F" createUnit [getMarkerPos "Backup1",Backup_X, "this allowFleeing 0",random 1, "sergeant"]; "B_Soldier_LAT_F" createUnit [getMarkerPos "Backup2",Backup_X, "this allowFleeing 0",random 1, "Private"]; "B_soldier_AR_F" createUnit [getMarkerPos "Backup3",Backup_X, "this allowFleeing 0",random 1, "Private"]; "B_Soldier_F" createUnit [getMarkerPos "Backup4",Backup_X, "this allowFleeing 0",random 1, "private"]; "B_Soldier_LAT_F" createUnit [getMarkerPos "Backup5",Backup_X, "this allowFleeing 0",random 1, "Private"]; "B_soldier_AR_F" createUnit [getMarkerPos "Backup6",Backup_X, "this allowFleeing 0",random 1, "Private"]; "B_Soldier_F" createUnit [getMarkerPos "Backup7",Backup_X, "this allowFleeing 0",random 1, "private"]; "B_Soldier_F" createUnit [getMarkerPos "Backup8",Backup_X, "this allowFleeing 0",random 1, "private"]; _backupWP1 = Backup_X addwaypoint [getMarkerPos "BackupWP1", 0, 1]; _backupWP1 setWaypointType "GETIN NEAREST"; _backupWP2 = Backup_X addwaypoint [getMarkerPos "BackupWP2", 0, 2]; _backupWP2 setWaypointType "GETOUT"; _backupWP3 = Backup_X addwaypoint [getMarkerPos "BackupWP3", 0, 3]; _backupWP3 setWaypointType "MOVE"; _heliWP1 = BackupHeli1_X addwaypoint [getMarkerPos "BackupHeliWP1", 0, 1]; _heliWP1 setWaypointType "LOAD"; _heliWP2 = BackupHeli1_X addwaypoint [getMarkerPos "BackupHeliWP2", 0, 2]; _heliWP2 setWaypointType "TR UNLOAD"; _heliWP3 = BackupHeli1_X addwaypoint [getMarkerPos "BackupHeliWP3", 0, 3]; _heliWP3 setWaypointType "MOVE"; [backupHeli1_X, 1] synchronizeWaypoint [[backup_X, 1]]; [backupHeli1_X, 2] synchronizeWaypoint [[backup_X, 2]]; Now when i call the script with a trigger the chopper and the troops spawn. The chopper waits for the rifle squad to get in and then takes off. It flys towards the LZ but then keeps hovering and never lands. I am using the GETIN NEAREST waypointType because i can´t get the GETIN to work. I also tried it with the moveInCargo command for the AI Troops and that works as well. But the Chopper won´t land at the LZ. What am i doing wrong here ? I read in the Wiki that the TRANSPORT UNLOAD only works if a AI Commander is inCargo at the Waypoint. But as far as i understand the spawned Squadleader "B_Soldier_SL_F" createUnit [getMarkerPos "Backup1",Backup_X, "this allowFleeing 0",random 1, "sergeant"]; should be the AI Team Commander or do i have to assign him in any way. Other then that i think i reproduced the working example that i created with units placed in the editor. Any help anyone ? mfg Just|Death
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