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Showing results for tags 'get in'.
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Vyllis Fuhajins posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGHello i am newbie to scripting and arma3 editing and i can't find an answer to this: I spawn a group of AI infantry and a truck (will be 2 IFVs when i get it to work) then set the waypoint so the AI infantry group board the truck. I had no success yet. The AI infantry group move then stand still near the truck and do nothing. I would be glad if anyone can tell me what i am doing wrong. This is the code for the truck: And this is the code for the infantry group:
Leopard20 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGHello everyone. Does anyone know where the values for cargo seat get-in positions are stored in the vehicle config? In here I will use "B_MRAP_01_F" as my sample vehicle, which apparently has 2 Get-In-Cargo memory points (can be verified if you command a few AI to get in the vehicle) The first one is always stored in the vehicle's config class: configFile >> "cfgVehicles" >> "B_MRAP_01_F" >> "memoryPointsGetInCargo" Where is the other one(s)? Additional Info: There is a sub-class called "CargoTurret", but the memory point is the same as the first one: configFile >> "cfgVehicles" >> "B_MRAP_01_F" >> "CargoTurret" >> "memoryPointsGetInGunner"
Sulon480 posted a topic in USER MISSIONSHello everyone, im new on this website! I need help on a problem, that I spent hours trying to fix it, but still no idea... So I'm making a stealth-kinda mission, with guards, alarms and stuff. I already made a Sentry to move into a house, and activate an alarm, when activated, making the nearby guards search for an intruder. I kinda got used to using triggers, but there is something I can't figure. It's the following; So in the base, I want a vehicle crew just chilling with a Sentry waypoint, and a Get In waypoint, so when they see an intruder, they'll use the nearby BMP. So it works well, but i want them to get in the BMP when they see enemy OR when the alarm is triggered. So I can only make them get in the BMP ONLY when the alarm is on, or ONLY when they see enemy... How can a make it both? I dunno if there is still people playing with this game, but I hope someone will find this thread. :) (I'm not from an English speaking country, I hope I was understandable :) )
alpha993 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGI have run into a fairly frustrating problem involving AI helicopter pilots and squads attempting to board helicopters. The situation is as follows: I have a helicopter with its engine on waiting on the ground. Then, I order my squad members to board that helicopter, but as soon as I do the helicopter takes off, goes to about fifty meters, and then lands again to allow my squad members to enter. This also occurs with editor-based waypoints. As soon as an AI squad activates a 'Get In' waypoint, the AI flying the helicopter shoots up into the air and then lands again. Is there any way to force the AI helicopter to not do this, and stay on the ground instead? I have tried everything from synchronizing load and get-in waypoints (with a condition to wait for the units to get in), using disableAI "ALL", disabling the simulation of the helicopter's pilot, placing an invisible helipad directly under the helicopter, etc., but nothing works. Note that it is necessary for the helicopter's engine to be on to achieve the necessary effect as this takes place during a cutscene. Any suggestions would be greatly appreciated.