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Found 122 results

  1. I have been trying for a few days to script a helicopter to come in, land and then for the ai to board, then have the heli take off. I have tried watching videos and even tried searching, there was a redit post where someone provided an example but that file is no longer available and they did not go into details on how it was done. I made a helicopter, put it into the air, set a load waypoint, then created a ai fireteam group and set a waypoint for "get in" I then linked the "get in" waypoint activation to "load". What hapens is the helicopter says in the air, and on top of that the ai immediately heads for the get in waypoint. I thought that the waypoint for "get in" would only become active once "load" was true. I have also experimented with adding a "land" waypoint followed by the load, nothing is working, the ai moves to the position and does nothing. How can I make a simple scenario such that the helicopter flys in, lands waits for the ai to board, then takes off? [solved]I have two working solutions, for anyone reading this who is also having this problem, see my responses below.[/solved]
  2. There's a small config change that occurred which seriously screws with people trying to pilot helicopters in first person. You can see it here when I exceed about 30kph: This involuntary zooming screws with a pilots perception of airspeed and dimensionality. I don't think it's intended behavior. I made a small config change to fix this, which you can see in my post over here: It's just a matter of setting the default speedZoomMaxFOV value for class ViewPilot for all helicopters to be 1.0 as opposed to the now-default 0.75.
  3. Hello, I just want an cleaner way to get the AI uses landing lights than: null = [] spawn {while {true} do {chinook setPilotLight true; sleep 0.01};}; Anyone can help? Thanks for replies.
  4. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  5. I noticed the little bird is much harder to fly after the last update (1.70), it seems underpowered and very fragile. If you go in a steep climb the rotor RPM decreases rapidly. Helo damages easily or loses power with fast manoeuvres. Max speed seems decreased. Max speed seem to be decreased for VTOLS as well. I have a lot of experience flying helo's in Arma, I try to fly the helo's and VTOLS in a realistic manner. Advanced flight model and HOTAS. - Am I right that things have changed in this regard with the last update? - Are these features or bugs? - Does it have to do with my throttle setup? (engine power range seems normal, goes from 0-100, engine mapped to both throttle axes +/-) Thanks for any enlightenment.
  6. Altis last offensive Description: After conflicts in Libya, Syria and Iraq, terrorists settled on the Greece island Altis. Their escalation was fast and uncontrolled, until now. You are the best Altis Air Force pilot providing air support together with NATO air and ground units. Biggest offensive in European union ever from end of Altis civil war. Expect heavy military vehicles, artillery and epic action mission. Official DLC required: HelicopterDLC Addons required: No addons needed Specials: Two different endings If you like my creation you can support me. Thank you. Steam workshop: Altis last offensive
  7. Hello, I am currently working with Blender to create my first ever model, and mod for Arma 3. I found that with the additional CSAT VTOL in the Tanoa DLC, CSAT has an aircraft that NATO does not, a fast aircraft capable of transporting a squad of infantry at high-speeds. The only thing with similar characteristics would be the Blackfish, and we all know how sluggish and doggish it can be in its landings. Currently I am working on two variants, one of which has a custom skin I made through Photoshop. There will be two variants, one that can carry the squad and one that uses the same airframe but is slimlined, and configured to be a gunship, both will exceed speeds of 360mph. What I am looking for are ideas or any assistance from people that know what steps it takes to build a config for the various features of the aircraft. As I mentioned, this is my first time doing 3D models, textures, or animations.
  8. I noticed an oddity with the new update (1.70) in relation to FOV changes and helicopter velocities and set out to fix it. I have that fix for you down below, but I'll also quickly explain the issue and how I got about fixing it for those who are curious. The problem: When you're piloting a helicopter (from first person) you get a noticeable FOV decrease (seen visually as an involuntary "zoom in") if you exceed a certain airspeed in some airframes. This FOV decrease can be very jarring, as it interferes with a pilot's intuition in a specific airframe and with their ability to judge distance, velocity, and dimensionality at a glance. I have a sample video here that shows off the issue. It may not look too terrible when watching someone else, but if you're reasonably proficient with any given airframe and attempt to take it up in this update you will immediately see what I mean. How I fixed it: I first tried looking through the config.cpp for air_f.pbo, but couldn't spot anything obvious on a simple first pass. I instead took that config.cpp from 1.70, and the same config.cpp from 1.68 and did a file comparison. From there it was easy to guess which config change introduced the FOV issue. I then quickly wrote up a config addon to remedy this issue for my own singleplayer shenanigans. Here's the source for the config fix: class CfgVehicles { class AllVehicles; class Air: AllVehicles { class ViewPilot; }; class Helicopter: Air { class ViewPilot: ViewPilot { speedZoomMaxSpeed = 1000000; }; }; }; And finally here's a download for the PBO that does the fixing: https://www.dropbox.com/s/l05796h0v1c55vl/bsm_helo_fov_fix.pbo
  9. I've been fighting with this script for a couple of days now, I've searched every resource I can find and I can't figure out why the "HOOK" AND "UNHOOK" waypoints won't work. Unfortunately the waypoints sections of the wiki are oddly empty on any information regarding these two waypoints. The idea of the script was so that instead of having all kinds of vehicles at the beginning of my mission I could save some frame rate have players request a vehicle and it would be lifted and dropped off at designated locations. I did get it working where the helo would fly to the area and just drop the vehicle from the standard 100 meter flight height, but it just looks terrible and would always drop about 100 meters or so before it actually got to the marker. So what I really need is to figure out how to either get the helicopter to go exactly to the waypoint and not decide 100 meters away is close enough, or to actually get the "HOOK"/"UNHOOK" way points to work the way they do in the Eden editor. AL_FNC_REQARMYJEEP = { private ["_JEEP","_LIFTER","_LIFTERGROUP", "_POS1", "_POS2", "POS3"]; //sleep 20; _JEEP = createVehicle ["I_C_Offroad_02_unarmed_F",[(getMarkerPos "ARMYliftable" select 0),(getMarkerPos "ARMYliftable" select 1),(getMarkerPos "ARMYliftable" select 2)],[],0,"Can_Collide"]; [_JEEP,["Olive",1],["hideLeftDoor",1,"hideRightDoor",1,"hideFenders",1,"hideHeadSupportRear",1,"hideSpareWheel",1]] call BIS_fnc_initVehicle; //SLING LOAD HELO AND WAYPOINTS. _LIFTER = createVehicle ["B_Heli_Transport_03_F",[(getMarkerPos "ARMYlifter" select 0),(getMarkerPos "ARMYlifter" select 1),(getMarkerPos "ARMYlifter" select 2)+100],[],0,"FLY"]; [_LIFTER,["Green",1],["Minigun",0.333333,"Minigun2",0.333333,"AddCargoHook_COver",0]] call BIS_fnc_initVehicle; createVehicleCrew _LIFTER; _Sling = _LIFTER setSlingLoad _JEEP; AJEEPLIFTER = _LIFTER; AJEEPLIFTERGROUP = GROUP (DRIVER AJEEPLIFTER); _POS1 = (getMarkerPos "ARMYDELIVERLIFTED"); _POS2 = (getMarkerPos "ARMYDELETELIFTED"); _POS3 = (getMarkerPos "PREPARETOLAND"); _WP0 = AJEEPLIFTERGROUP ADDWAYPOINT [_POS3, 0]; _WP0 setWPPos [(getMarkerPos "PREPARETOLAND" SELECT 0),(getMarkerPos "PREPARETOLAND" SELECT 1), (getMarkerPos "PREPARETOLAND" select 2)]; _WP0 setWaypointType "MOVE"; _WP0 setWaypointSpeed "NORMAL"; _WP0 setWaypointBehaviour "CARELESS"; _WP0 setWaypointCombatMode "GREEN"; _wp0 setWaypointStatements ["true", "AJEEPLIFTER flyInHeight 12;"]; _WP1 = AJEEPLIFTERGROUP addWaypoint [_POS1,1]; _WP1 setWPPos [(getMarkerPos "ARMYDELIVERLIFTED" SELECT 0),(getMarkerPos "ARMYDELIVERLIFTED" SELECT 1),(getMarkerPos "ARMYDELIVERLIFTED" select 2)]; _WP1 waypointAttachObject ARMYDELIVERLIFTED; _wp1 setWaypointType "UNHOOK"; _WP1 setWaypointSpeed "LIMITED"; _WP1 setWaypointBehaviour "CARELESS"; _WP1 setWaypointCombatMode "GREEN"; _wp1 setWaypointTimeout [20, 20, 20]; _wp1 setWaypointStatements ["true", "_Sling1 = AJEEPLIFTER setSlingLoad objNull;"]; _wp2 = AJEEPLIFTERGROUP addWaypoint [(getMarkerPos "ARMYdeletelifted"),0]; _wp2 setWaypointType "MOVE"; _WP2 setWaypointBehaviour "CARELESS"; _WP2 setWaypointCombatMode "GREEN"; _wp2 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew AJEEPLIFTER;deleteVehicle AJEEPLIFTER;"]; }; I gave up on hook and used set slingload to have the jeep just automatically hook to the bottom of the helicopter, but then the unhook wouldn't work. I've fought with trying to get the helicopter to just "MOVE" to the location and then fly in height, but it refuses to go to the exact location of the markers, then it will lower heights at _wp1 it goes pretty much anywhere it wants around my markers but never on my markers. it always stops somewhere around 100 meters short or too far. so when I setslingload objnull it drops too far away from where its supposed to be delivered. I can't wrap my head around why placed in the editor waypoints work just fine, but when I try to script it everything just falls apart. Any help would be GREATLY appreciated.
  10. Hey all Does anyone know of a script the player can call in to do an ammo drop? I'm making a mission with VTE and the AI burn through their ammunition before the player's squad reaches the first objective.
  11. Ages ago I helped the 16AA put together a Vietnam modpack for a special event, and sourced/ported content from multiple sources to make it work. However, I noticed there was something missing. I had never seen, in all of my ArmA life, any mod which had a sharktooth Huey. Of course, I immediately went about remedying this. After creating the texture, I had always planned to get together with friend and colleague Soldierman to release a complete, bugfixed, ArmA-3 ported and jazzed up Huey mod - and give it to the Unsung 3.0 team - but we were busy, and then I started my long hiatus from ArmA. So now I'm just releasing the texture for them, and anyone else, to use. Inspiration Results (If somebody could take me a nice picture I'd be thankful; I seem to have lost all of mine and I can't quite bring it upon myself to fire up ArmA and fiddle with mods again.) No full frontal shots here because of ^. Use your imagination for now. Source .paa and .psd in this MediaFire folder - Beazley
  12. Hello everyone, I don't know if it's the appropriate place to post but anyway... Does BIS have already considered making BIS_fnc_UnitPlay function to work on dedicated servers ? As a milsim organization, we'd love to see this function fully working on dedicated servers since the AI is terrible regarding chopper insertion/extraction procedures. This provides a great immersion and realism feature. Thanks !
  13. These are a couple basic Helicopter Insertion / Evac Examples that you can easily copy & paste into your mission and adjust. Since this is a frequent question and I made it for my team anyway, I thought why not share it to more people: Download: https://www.dropbox.com/s/szg3610cflol363/heli_evac_vanilla.Stratis.zip?dl=0 heli_evac_vanilla.Stratis.zip · 5.04 KB No mods needed. Should work in SP/LAN/Dedicated. Please let me know if you find any bugs/typos! Just unzip to your Eden save folder C:\Users\*USERNAME*\Documents\Arma 3 - Other Profiles\*PROFILE*\mpmissions\ or C:\Users\*USERNAME*\Documents\Arma 3\mpmissions If you are not sure where Eden is saving your files: Go into Eden and save a mission with the name donald123. now open your hardrive and search for donald123. it will eventually find a folder called donald123.stratis or donald123.tanao (...), depending on which map you saved it. Put the folder from the zip inside this folder, where you also see the donald123.*MAPNAME* folder. You should then be able to load this mission in Eden You will find some notes on how to use for your own on the map ingame. It's basically copy & paste the setup you need into your mission and then go through the triggers/waypoints/object init's to see if you need to change something, for example the faction from blufor (west) to opfor (east). Don't hesitate to drop me a private message if you have troubles or just ask questions inside this topic. If you want to use a different kind of chopper and have problems with finding the animation source for animateDoor command I try to help you too. Before anyone asks: I tried it on roof of buildings and it seems to work with some of them, like the big square buildings with a roof on tanoa.
  14. =kct=blackmamba

    Boeing CH-47F V1.17

    The Boeing CH-47F Chinook. Features: Openable cargo ramp/side door, ACE3 Compatible: ACE3 cargo system, ACE3 fastrope etc, Apex: vehicle in vehicle transport, In US olive, tan and in RAF color schemes. Changelog : V1.17 Added : Small amount of weapons/ammo to CH-47F in case of emergency, Added : Vehicle in Vehicle transportation (Apex), Added : new overhead panel (cockpit), Changed : CH-47F Tan version color correction (Again..), Changed : CH-47F Additional freedom of movement in cargo during flight (switch seats), Fixed : CH-47F Advanced flight model, Updated : Some base layers, Steam V1.17 : http://steamcommunity.com/sharedfiles/filedetails/?id=634535057 Links Below TBA.
  15. Hello all. I'm trying to set up a simple Zeus template mission using the Nimitz as a base. I'm having issues with player and vehicle respawn. Player Respawn: I'm using the respawn module and have set the following parameters. My problem is players respawn under the carrier at ocean level. If I sync the players to the respawn module, they respawn where they die despite having the "respawn on custom position" selected. I've also tried setting an invisible heli pad as a respawn point but to no avail. What am I doing wrong? Vehicle Respawn: Vehicles respawn on their original position as they are supposed to however they start with their engine on as if I spawned them in the air even thought they are empty. Settings and screencap of the problem below. Any help is appreciated. Thanks. :)
  16. Currently working on some UN vehicles that will hopefully be released soon. This is the current state of the hummingbird / pawnee. More assets being added, working on more. Any feedback is appreciated! ~Trinket.
  17. Hey, guys. So I made this mission for my group. we start at an Airfield, the team is divided in two groups. After assembly each group heads for a predetermined heliport, then two UH-60s come and take us away... The set up is pretty simple, inside the heliport there's a trigger which is synched to the UH-60's waypoint (so it doesn't come too early), the next UH-60's waypoint is a LOAD waypoint, syched to a GET IN waypoint of the infantry team, then the chopper move's on to its next waypoints once the team in inside. I tested with bots and it works flawlessly. The thing is... I HOSTED the mission in multiplayer mode with a friend of mine and something isn't working... Here's what happens: Situation 1: I am ALPHA team, my friend is BRAVO team Development: Both choppers approach the heliports ALPHA chopper lands, waint until ALPHA team embarks, then moves on. BRAVO chopper approches its heliport, then do a sudden turn and moves on without landing Then we traded teams (thinking the problem was BRAVO's chopper waypoints. This is what happened: Situation 2: I am BRAVO team, my friend is ALPHA team Development: Both chopper approach the heliports BRAVO chopper lands, waint until BRAVO team embarks, then moves on. ALPHA chopper approches its heliport, then do a sudden turn and moves on without landing The problems appears to have something to do with the HOST (me) and it's not related to any problem in the waypoints, since it worked in both helicopters, except it only works when I (HOST) am the it is supposed to pick up. The other chopper completely ignores the other team. I can't seem to think what could be causing it, can you guys help me? Thanks!
  18. How to block the launch of the helicopter engine is a pilot and gunner sit in it? Option with retracting fuel and engine failure is not suitable. Sorry for google translator.
  19. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
  20. Story A few weeks ago a buddy asked me to write a script for a helicopter to lift and transport cargo, the 'Helikopterfrachttransportskript', that finally provides the desired solution. At first I thought that there would be something out there already. However, according to his research there are no scripts or tutorials that let you have an AI helicopter reliably hovering over a cargo in ArmA 3 (having it meter-precise is imperative). This hovering and the whole process of picking up and setting down the cargo was supposed to look more realistic than just an attachTo. And so this script was written. It provides a precise hovering over the cargo, great looking attachment of the sling rope and picking up of the cargo as well as putting the load down in the same way at the target position. There are several routine integrated to avoid script errors in cases of explosions or deaths of the vehicle or AI. A description can be found inside the SQF file, how to execute the script. Have fun. Content It is a single ~250Code-Line-Big Script to let an AI controlled helicopter lift diferrent freight goods to a single destination. Purpose The aim of this script is to make it easier to lift freight goods from A to B without having to have a player pilot. Download Missions and Script on GitHub ArmaHolic Link Credits Script & Media: Rockhount Translation: Dorsal Examples
  21. mathias_eichinger

    Tanoa Coast Guard

    Hi gentlemen, Tanoa just got another addition: The Tanoa Coast Guard. Author: mathias1978 Author Website: http://mathias1978.deviantart.com/ Requirements: Official APEX expansion: https://arma3.com/apex Version: 1.1 Signed: No Short description: This mod adds Tanoa Coast Guard troops in some infantry roles in a custom camo pattern made by myself, plus a gunboat in a camo pattern done with happyponyland camo generator and a grey colored Lynx helicopter. Units can be found under BLUFOR-->Tanoa Coast Guard-->Men. The boat can bei found under BLUFOR-->Tanoa Coast Guard -->Boats, and the helicopter is located in BLUFOR --> Tanoa Coast Guard --> Helicopters Changelog: v1.1: New ship camo, because community reaction was that the old one would be plain ugly. Credits: BI Studios for a game series that lets me be creative since 2005, having fun since 2001. R0adki11 for continous support and advice. Happyponyland for camo generator: http://www.happyponyland.net/camogen.php IndeedPete for handy retexture templates. Download: http://www99.zippyshare.com/v/pEjDNUc9/file.html Armaholic mirror thanks to Foxhound http://www.armaholic.com/page.php?id=31839 Steam Subscription: http://steamcommunity.com/sharedfiles/filedetails/?id=789632428
  22. http:// The Air Combat Command and 7th Special Forces Group are looking for mature helicopter pilots for co-op action. Focus will be on transport & logistic type missions and CSAR in the event of downed aircraft. CAS missions in attack helicopters may come further down the road provided we have the pilots to support missions of that nature, but for now strictly T&L / CSAR. Requirements as follows: - Legal copy of Arma 3 - TS3 with working mic set up for "push to talk" - Must not be afraid of mods - we host our own repository on Arma3Synch with around 30G worth of mods. - Skilled or trainable - Mature......I cannot stress this enough. There will be no no one under 18 accepted for flying, and there is absolutely a maturity limit. Training for pilots: - BCT, which is really a formal way of saying "we want to make sure you can survive on the ground, use ACE advanced medical, and won't frag anyone". - Basic flight TRA designed to see how you do, then tailor it to areas you need help in the most. Members have two weeks to complete both parts of Basic or will be dropped from our roster. Additionally, once basic flight has been wrapped up you will be working closely with me on more advanced type stuff in transports. There will be some copilot time, and once trained up we will be switching duties on and off, PAC (pilot at controls) one mission, PIC (Pilot In Command) the next. Come to comms and ask for Aaron, Blur, Spencer, or Gunfighter. Lastly, this is not a recruiting pitch for the 7th, however, the below TS addy will get you to them!! TS3: ts.7thsfg.us ACC Website: http://aircombatcommand.us/ I can also be reached here via PM and on steam: [ACC] Gunfighter - http://steamcommunity.com/profiles/76561198217536800/ Looking forward to hearing from you!! ~S
  23. DOWNLOAD http://steamcommunity.com/sharedfiles/filedetails/?id=809625816 Arma 2's Operation Arrowhead, mission 2 - Good Morning T-stan remade for arma 3. The invasion has just begun... THIS IS A WIP Features Original voice acting Four player COOP - play as a Pilot, Commander of a Bradley, Delta team leader and Grenedier. Each role can be played without the others Hostile battle cries Civilian help and interaction Each role has unique tasks Atmospheric Weapons in UH-60M Original music and effects MODS REQUIRED CUP PAGE - http://cup-arma3.org/download CUP Terrains Core CUP Terrains CUP Vehicles CUP Units CUP Weapons CBA A3 http://steamcommunity.com/workshop/filedetails/?id=450814997 Known Bugs If the Heli pilot dies right at the start of the mission, respawns WON'T be available until the first insertion team touches down. Basically you'll keep respawning in a helicopter every 30 seconds then explode until the respawn is enabled. Currently if you kill the civilians (rebels), Citizen won't get mad at you. When playing in SP, an error will occur when you kill an OPFOR unit which is about to say a warcry - this DOESN'T affect the script or mission at all. Because units have disabled FSM, they take longer to react to combat. When clear the leader will stop and do nothing, continuing the mission allows the squad leader to continue. Thanks to... CUP TEAM CBA TEAM Bohemia Interactive BI Forums Please report any bugs with COOP and SP.
  24. CheyenneAH56

    SCmod v1.30

    SCmod v1.35 aerial firefighting simulation TOPIC UPDATE : http://forums.bistudio.com/topic/198215-scmod-v135/ November 2016 new updates.> read the *.pdf readme file for more details about the mod. Download : http://www.armaholic.com/page.php?id=26967 Mirror (filedropper.com) : http://www.filedropper.com/scmodv135 Youtube (gameplay 1.35) : http://www.youtube.com/watch?v=ZjW3613Jls8
  25. Hello all. :) So I'm making a mission in which your unit starts at base, loads into a helicopter, flys to the AO and unloads from their helicopter on the ground. The heli then circles overhead, before landing again and picking up the unit. When making the waypoints, the heli gets to the area, drops the unit and fly's my cycled waypoint circle no problem. The problem is once I add in the waypoints in the editor for it to "skip waypoint" out of the cycle and go to load the unit for the second time (in the field). When I test the mission, the helicopter spools up and takes off without my squad. Before, working correctly, the helicopter would stay on the ground at base and wait for my unit to load before spooling up and taking off. After adding in the waypoints beyond the "cycle" waypoint (and more specifically, adding the second "load" waypoint, to pick up the unit in the field) the helicopter spools up and takes off without my unit. Actually, my unit doesnt even seem to give the "get in" order anymore, just a "move to" order. :wacko: Whats more, once I delete the waypoints I added in to attempt to go back to the previous, working behavior, the helicopter keeps acting up. Any ideas on why this is happening? :blink: The only mods I am running is "Eden enhanced". P.S. If it helps, the ultimate goal I'm trying to achieve is to have the heli drop off my group, circle overhead untill a condition is met (such as blowing up an objective on the ground), and then come down to pick u my group before continuing on to the next objective where it will do the same thing again. This is for a single player mission. Thanks in advance! :D