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Looking for Helicopter crash script

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Im looking for a command or script that would cause an AI helicopter to crash. Can anyone point me in the right direction? I have searched.

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Kill the pilot?

How do you do that? I want to me in the helicopter as a passenger and then the helicopter go down behind enemy lines etc.

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//if you want to take out the tail rotor then

heliname setHit ["mala vrtule", 1]; heliname land "LAND";

for killing pilot, use

pilotname setDammage 1;

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//if you want to take out the tail rotor then

heliname setHit ["mala vrtule", 1]; heliname land "LAND";

for killing pilot, use

pilotname setDammage 1;

pilot heliname setDammage 1 would be easier to handle with editor placed and manned helicopters... ;)

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Put an H (invisible) where you want the aircraft crash.

Name your helicopter k1 (or whatever).

Waypoints

WP 50m from H (invisible)

On Act:

k1 land "GET OUT"; i=[k1,4.5,time,false,false] spawn BIS_Effects_Burn;

WP on H (invisible)

Type "GET OUT"

Then 2 triggers on H (invisible):

trigger1

Area 50m Anybody - Once

cond:

k1 in thislist && (getpos k1 select 2) <=50

On Act:

k1 setDammage 0.9;

trigger2

Area 25m Anybody - Once

Timeout Min30 Mid30 Max30

cond

k1 in thislist && (getpos k1 select 2) <=1

On Act:

k1 setDammage 1;

That will simulate a good fire with lots of smoke and a spinning, hard landing due to tail rotor failure. Importantly, no one on board will be injured or killed.

You will need to add MayDays and warnings with sideChat.

Problems:

-You will need to move everyone 25m from the helo or they will be killed when it explodes.

Just have extra move waypoints for the helicopter. the crew will follow them when the get out.

-There is no sound of explosion when the helo sets on fire - I will leave that one for you.

Edit: Just had a few reruns of this in the editor and to make sure you get the crew to escape put: k1 setDammage 1;

In the additional k1 waypoints and don't have the 2nd trigger. When the crew reaches the waypoint the helicopter will explode.

Also set the waypoints to behaviour: CARELESS so theAI run.

Edited by PELHAM
add info

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pilot heliname setDammage 1 would be easier to handle with editor placed and manned helicopters... ;)

yes in the trigger you can use (driver heliname) setDammage 1;

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Thanks guys, I will have a look at it later, I am fairly new to all this scripting. But I will give it a go. If I have to much trouble, I will post back. I hope you guys dont mind. Peace.

---------- Post added at 09:29 AM ---------- Previous post was at 08:16 AM ----------

thanks guys, they work like a charm. Now i just need to get the mayday stuff and explosion noises happening. Also do these scripts work for the c130?

Edited by ThePathMaker

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do these scripts work for the c130?
yes they will, rotor damage will not work ofc, and replace land part with landat for planes, although they will go down anyhow.

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This will give you an explosion and start the fire if you put it all in the On Act: of a waypoint.

I got it from AZ Coder here:

http://forums.bistudio.com/showthread.php?t=94143&highlight=explosion&page=2

k1 land "GET OUT";
bombLoc = getPosATL k1;
warhead = createVehicle ["Sh_125_HE", bombLoc, [], 0, "CAN_COLLIDE"];
holder = createVehicle ["weaponHolder", bombLoc, [], 0, "CAN_COLLIDE"];
warhead setPosATL;
i=[k1,4.5,time,false,false] spawn BIS_Effects_Burn;

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Hey experts out there. Im just learning how to script and stuff. Anyways my friend has the script that we're flying in a chopper and we get hit by some RPG's and we go down and blow up on impact but we don't die we are able to exit and play as nothing happened. He wont explain how he did it so I was wondering if I could get some help with this. If anyone could give me the step by step way to do this. I would really appreciate the help.

Zoufa

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since your "friend" sounds like a douche, lets just "hack" him. :D

ill tell you this:

open up your MPCache folder, im on win 7 ultimate 64 bit.

my MP cache is a hidden folder (enable show hidden folders in explorer).

its located here:

C:\Users\your win username\AppData\Local\ArmA 2 OA\MPMissionsCache

in there you will find all the MP missions you have played, locate the one your "friend" made and use Eliteness to unpbo it and then you can see exactly how he did it.

now get cracking and show your "friend" how "you" did the crash. ;)

:D

Edited by Demonized

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Thanks but I dont understand the setup of the Eliteness. This is what it looks like...

Pbo Type is: CWC

========*==*==============

AI_respawn\AI_respawn.sqf

AI_respawn\AI_respawn_init.sqf

AnimationLoop.sqf

Cleanup2.sqf

Cleanup3.sqf

Description.ext

East_WP.sqf

Evac.sqf

HousePatrol.sqf

init.sqf

mando_heliroute_arma.sqf

mission.sqm

respawnSpecial\respawnSpecial.sqf

respawnSpecial\Spawn_chopperInit.sqf

revive_init.sqf

revive_sqf\cam_dead.sqf

revive_sqf\cam_follow.sqf

revive_sqf\CAM_KEY_pressed.sqf

revive_sqf\carry.sqf

revive_sqf\COD\body_damage.sqf

revive_sqf\damageEH\handleDamage.sqf

revive_sqf\dialogs\config.cpp

revive_sqf\dialogs\dead_cam_dialog.hpp

revive_sqf\dialogs\define.hpp

revive_sqf\dialogs\OK_map.hpp

revive_sqf\dialogs\respawn_button_1.hpp

revive_sqf\dialogs\respawn_button_1b.hpp

revive_sqf\dialogs\respawn_button_1c.hpp

revive_sqf\dialogs\respawn_button_1map.hpp

revive_sqf\dialogs\respawn_button_2.hpp

revive_sqf\dialogs\respawn_button_2b.hpp

revive_sqf\dialogs\respawn_button_2map.hpp

revive_sqf\dialogs\respawn_button_3.hpp

revive_sqf\dialogs\respawn_button_3b.hpp

revive_sqf\dialogs\respawn_button_3map.hpp

revive_sqf\dialogs\respawn_button_4.hpp

revive_sqf\dialogs\respawn_button_4b.hpp

revive_sqf\dialogs\respawn_button_4map.hpp

revive_sqf\dialogs\rev_cam_dialog.hpp

revive_sqf\dialogs\rev_cam_dialog_blank.hpp

revive_sqf\drag.sqf

revive_sqf\drop_body.sqf

revive_sqf\functions\AI_throwSmoke.sqf

revive_sqf\functions\AIBehaviour.sqf

revive_sqf\functions\CallOut.sqf

revive_sqf\functions\createBody.sqf

revive_sqf\functions\DeleteUncBody.sqf

revive_sqf\functions\dropWeapons.sqf

revive_sqf\functions\GetTerrainSlope.sqf

revive_sqf\functions\I_need_help.sqf

revive_sqf\functions\LeaderFix.sqf

revive_sqf\functions\LivesRemain.sqf

revive_sqf\functions\respawn_chance.sqf

revive_sqf\functions\respawn_time.sqf

revive_sqf\functions\RespawnPos1.sqf

revive_sqf\functions\RespawnPos2.sqf

revive_sqf\functions\RespawnPos2AI.sqf

revive_sqf\functions\reviveDrag_C_keyDown.sqf

revive_sqf\functions\SlopeFix.sqf

revive_sqf\functions\toggle_dialog_fade.sqf

revive_sqf\functions\UncAnimFix.sqf

revive_sqf\functions\uncTimer.sqf

revive_sqf\functions\wait_check.sqf

revive_sqf\functions\WaterFix.sqf

revive_sqf\functions\whileDragging_KEY_pressed.sqf

revive_sqf\go_back.sqf

revive_sqf\heal.sqf

revive_sqf\heal_sqf\heal.sqf

revive_sqf\heal_sqf\player_heal.sqf

revive_sqf\init_related_scripts.sqf

revive_sqf\isplayer.sqf

revive_sqf\Load_wounded\Load_act.sqf

revive_sqf\Load_wounded\load_wounded.sqf

revive_sqf\Load_wounded\unLoad_act.sqf

revive_sqf\marker_color.sqf

revive_sqf\medic\bandage.sqf

revive_sqf\medic\bandage_teammate.sqf

revive_sqf\medic\supplies.sqf

revive_sqf\mission_end.sqf

revive_sqf\mobile\deploy_camo.sqf

revive_sqf\mobile\deploy_camo_man.sqf

revive_sqf\mobile\mobile_Marker.sqf

revive_sqf\mobile\mobile_remove_spawn.sqf

revive_sqf\mobile\mobile_spawn.sqf

revive_sqf\mobile\move_spawn.sqf

revive_sqf\mobile\stow_camo.sqf

revive_sqf\mobile\stow_camo_man.sqf

revive_sqf\mobile\vcl_respawn.sqf

revive_sqf\onConnect.sqf

revive_sqf\putDown_body.sqf

revive_sqf\pvEH\allowDamage.sqf

revive_sqf\pvEH\animDrag.sqf

revive_sqf\pvEH\animHealed.sqf

revive_sqf\pvEH\carriedUp.sqf

revive_sqf\pvEH\deadState.sqf

revive_sqf\pvEH\lieStill.sqf

revive_sqf\pvEH\load_wounded.sqf

revive_sqf\pvEH\noAnim.sqf

revive_sqf\pvEH\noDamage.sqf

revive_sqf\pvEH\pickUp.sqf

revive_sqf\pvEH\promptRName.sqf

revive_sqf\pvEH\rolltoback.sqf

revive_sqf\pvEH\rolltofront.sqf

revive_sqf\pvEH\set180.sqf

revive_sqf\respawn\init_respawn.sqf

revive_sqf\respawn\respawn.sqf

revive_sqf\respawn_at_base.sqf

revive_sqf\respawn_at_base_jip.sqf

revive_sqf\respawn_at_base_water.sqf

revive_sqf\respawn_counter.sqf

revive_sqf\revive_init.sqf

revive_sqf\Revive_player.sqf

revive_sqf\rPrn.sqf

revive_sqf\show_map_loc.sqf

revive_sqf\Sound\UNIV_v05.lip

revive_sqf\Sound\UNIV_v05.ogg

revive_sqf\Sound\UNIV_v06.lip

revive_sqf\Sound\UNIV_v06.ogg

revive_sqf\Sound\UNIV_v07.lip

revive_sqf\Sound\UNIV_v07.ogg

revive_sqf\Sound\UNIV_v10.lip

revive_sqf\Sound\UNIV_v10.ogg

revive_sqf\Sound\UNIV_v11.lip

revive_sqf\Sound\UNIV_v11.ogg

revive_sqf\Sound\UNIV_v18.lip

revive_sqf\Sound\UNIV_v18.ogg

revive_sqf\Sound\UNIV_v24.lip

revive_sqf\Sound\UNIV_v24.ogg

revive_sqf\Sound\UNIV_v25.lip

revive_sqf\Sound\UNIV_v25.ogg

revive_sqf\Sound\UNIV_v31.lip

revive_sqf\Sound\UNIV_v31.ogg

revive_sqf\Sound\UNIV_v50.lip

revive_sqf\Sound\UNIV_v50.ogg

revive_sqf\Sound\UNIV_v51.lip

revive_sqf\Sound\UNIV_v51.ogg

revive_sqf\team_killer.sqf

revive_sqf\trigger_mkr.sqf

SAVE.txt

Show1.sqf

Show2.sqf

Show3.sqf

sound\1.ogg

sound\2.ogg

sound\Test.sqf

Strike.sqf

supplydrop.sqf

Target.sqf

Test.sqf

I dont know what to do from this.

Help please.

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just doubleclick the missionname.pbo in eliteness and youll get a question to extract, click yes.

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Yeah I got that. Is there anyway I can open that mission in editer so I can see how he did it from that point of view?

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Move the folder it created to your MyDocs\ArmA2 Other Profiles\ArmAUsername\missions folder. Then open it in the editor.

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Move the folder you got after extracting the pbo into your MPMissions folder.

C:\Users\Name\Documents\ArmA 2 Other Profiles\InGameName\MPMissions

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How do you make a missle or rocket shoot at the chopper so it makes it look like it got shot down instead of just imploding hahaha

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In BAF they actually shot the helicopter than forced the tail rotor to damage.

avenger reveal lynx;

[] spawn {
while {canMove lynx} do {
	playsound "missile_inbound";
	sleep 0.25
}
};

[] spawn {
[] spawn {
	1.5 fadeMusic 0;
	sleep 1.5;
	playMusic ["EP1_Track15", 35.8];
	1.5 fadeMusic 1
};
sleep 1;

avenger doTarget lynx;
lynx vehicleChat "Poppycock! Seems we've a spot of bother.  Do hang on.";
sleep 2;

null = avenger fireAtTarget [lynx];
[] spawn {
	sleep 3.2;
	lynx setHit ["mala vrtule", 1] // specifically destroy the tail rotor to cause a landing
};	

};

Here's a demo mission showing that.

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