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Author Topic: BAS MH47E  (Read 4847 times)

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B-2-0

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Re:BAS MH47E
« Reply #30 on: 02 Jul 2003, 02:38:41 »
 :hmm:

Offline Tomb

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Re:BAS MH47E
« Reply #31 on: 09 Jul 2003, 01:27:41 »
 ;D


ParaDrop a jeep from the MH47-E  ??? :o Still haven't found a way 2 do this man!  ::)

 :D But I thought of som'n... why not just "createVehicle" a jeep in the air, and then setpost it to a parachute...

 ;) shouldn't be a big probby to do!

to anyone else... This thread is the >"how to use the BAS_MH choppers" with the AI.
And here are the codes that I have, once again:


=======================
  BAS_MH47 E  (AI-codes) :
 =======================

 The "MH47-E (cargo)":
 How to start the MH47-E (cargo) with cargo such as the bas_motorcycle or a  jeepMG
 and how to make them unload/drop these when you call them in (or when a trigger fires).

++++++++++++++++++++++++++++
 KLR-motorcycle instant cargo:
============================

 Create a chopper (cargo type), name it "MH", then create a KLR-bike named "bike".
 Now, put the following in the INIT field of the chopper :

        MH animate ["cargoswitch2", (mh animationphase "cargoswitch2") +0.1];
        MH animate ["cargoswitch", 0.05]; [MH, bike] exec {\BAS_Cargo\Crate.sqs}

 ( ...all in one line off course).

 P.S.   Don't set the MH to "flying" right from start - just put her on the ground & the bike right behind her.




 Jeep/JeepMG instant cargo:
============================

 Create an MH47-E (cargo) and name it "MH" in the NAME field. Then crate a jeep & name it "jeep".
 Put the bird on ground (not flying) and write this code in her INIT field :

      [MH, jeep] exec "\BAS_Cargo\loader.sqs"; MH animate ["cargoswitch",0.5]

 and that's all there is to it.





 AI Unloading cargo:
==================

 Mini-tute: How to get the AI to fly in & supply your squad with a jeep.

 Create an MH, name it "MH", and create a jeep/jeepMG named "jeep".
 Then use the 'instant cargo' line mentioned above to get the jeep inside the bird as cargo.
 Now, make a "move" waypoint (or use "MH move getpos..." in a script) to the place where you
 want the bird to drop the cargo. And when its there, land the chopper with her engines on:

        MH flyinheight 0.3

 -in a script/wp.

 Then when she is down on ground, use this line to make the pilot unload the cargo :

    [MH, jeep] exec {\BAS_Cargo\crate.sqs}

 and the pilot is free to move away (leaving stage) untill you need the bird again.

 This is to be used if the MH (the chopper) is not part of players group,
 i.e.  you just want a chopper to fly by & drop you a jeep.

 REMEMBER: you can only use the western "jeep" and the "jeepMG".



 Chopper Hold Position:
======================

[chopperName] exec {\bas_mh47e_185\fx\holdpos.sqs}

Put that in a WP or a script/trigger.



 AI squad rappel ("fast-rope") from the MH47-E:
==========================================

Use the "BasRappel2.sqs" -script ;
in your chopper waypoint, put:

[choppername] exec "[url removed]BASrappel2.sqs]basrappel2.sqs[/url]"

This will hold  the helicopter, rappel the troops, and the helo will fly away.
If you want to drop the player in there, execute the BAS player rappel script at the same time,
but with a 10-20 second delay, depending on where in the order you want him going down the rope.  



 Player rappel (for cutScenes):
===========================

 [chopperName,player] exec {\BAS_MH47E_185\FX\rappel.sqs}

 This will kick the player out of the bird & rappel down on ground.



====================

Yup! That's it :thumbsup: so far!  No warranties, but it seems to be working OK.  :-* ;)


« Last Edit: 13 Jul 2003, 18:19:29 by Tomb »

Bibmi

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Re:BAS MH47E
« Reply #32 on: 13 Jul 2003, 12:15:33 »
I've tried the basrappel2 script but the AI units don't rappel....the helo holds and lowers the rappelling cable but the units don't "eject"...I guess what I need to know is how do you assign the AI units to the helo to get the script to function. Must they be in the same group as the helo.....or added with the moveincargo command...or something else?

Offline Tomb

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Re:BAS MH47E
« Reply #33 on: 13 Jul 2003, 18:22:07 »

...and you've [url removed]BASrappel2.sqs]downloaded[/url] the script?!  :o ???

coz it's NOT an intern scroll, just in case you didn't know it, m8  :-*

If this isn't it - be sure that the bird have a "flyinHeight" of 25 mtr's or lower  :o ;)




dionghy

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Re:BAS MH47E
« Reply #34 on: 22 Jul 2003, 23:08:38 »
I am having the same problem with the basrappel2 script. I've tried the MoveInCargo command, have the Ai unit board the Helo but nothing works. It just does what Bibmi describe. I've also tried FlightInHeight 25 and below, nothing works. any Idea guys.

Offline Tomb

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Re:BAS MH47E
« Reply #35 on: 23 Jul 2003, 19:21:22 »
 :) I'll look on to it, mate. But not 'till saturday, as I am painting my humble hut back home these days (and I gotta do it faster than the lightening strikes, as my two kiddos are back from vacation this friday - then they'll start to split the whole house into lil' pieces again!)  ::) ;D

Be patient, m8, and I'll see if I can solve yer prob in a few days  :-*



B-2-0

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Re:BAS MH47E
« Reply #36 on: 09 Oct 2003, 15:55:25 »
YES, IT'S BACK!!! ;D :o

The one, the only, MH-47E topic!! 8)

Tomb...no...Tomb.....don't run away....come back....TOMB!!

Ehem.....err.....yeah.....i still got a problem see ::)

I can get the chopper to start with one KLR in cargo....thing is....have u ever seen 12 Rangers on 1 KLR??  Doesn't look very profesional u see.....so i need more KLR's in the crate.

Someone please help so we can finaly lay this topic to rest ::)

Offline Tomb

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Re:BAS MH47E
« Reply #37 on: 09 Oct 2003, 20:49:02 »
 :o more? ???

but having the size of that bike/crate in mind, and then thinking about the CH-47 E,
that just makes me wonder:  HTF would ya pack 12 off-roaders in there?

Besides, the bike is a scout/messenger vehicle, not meant to be the transport of a squad! :noo:
Thats what the chinook does in the FIRST place anyway  ;D

but suit yerself m8, just do me a fave & don't try to pack 12 bikes in there  ::) no, no, instead
use a script or a few triggers....
it won't really be realistic or anything, but then again - considering yer mission *cough*  :-X ;D

try & use the "CreateVehicle" command (with the bike's className), goes like this:

Bike1 = "sttklr250" createVehicle getpos T1

 - where T1 is the NAME of a trigger or gameLogic (determines the create-spot).
 - and "Bike1" would then be the name of the first bike (then Bike2 etc.) .

you could put the code in a scroll & repeat it 11 times
(thats 11 bikes + the "real" bike from the helo crate).

 som'n like that anyho.  :P :)

« Last Edit: 09 Oct 2003, 20:51:25 by Tomb »