Home   Help Search Login Register  

Author Topic: helicopter dropoff  (Read 556 times)

0 Members and 1 Guest are viewing this topic.

Pravit

  • Guest
helicopter dropoff
« on: 14 Jul 2003, 21:42:18 »
Hello,
I know this sounds like a question asked many times, but I searched everything in the FAQ and also read all the helicopter articles. I want to have an AI group start in a flying helicopter(who is not part of the group) - that way the heli can drop them off and then fly away instead of hanging around above the squad. I know how to orchestrate a helicopter pickup, but for this mission I want them to actually start in the helicopter so the action can get started quickly. At first I just had the heli as part of the group, but it got annoying because right before landing, the commander would order the helicopter to move on to the next waypoint and they'd fly around for minutes before landing. Plus, I'd rather just not have the heli in the soldier's group. Is there any way I can do this - have a group start in a flying helicopter of a different group?

Thanks for any help

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:helicopter dropoff
« Reply #1 on: 14 Jul 2003, 21:50:27 »
ya need to "UnAssign" the morons, or the bird will think they dropped out by  mistake.

Leader's INIT field goes:

morons = units group this; "_x moveinCargo MyBird" foreach morons

Then create a flying bird & name it "MyBird" :thumbsup:

And in the trigger, put:

"_X action [""EJECT"", MyBird] foreach morons; "UnAssignVehicle _x" foreach morons  :-*


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

PS.

If the groups consists of more then 3-5 men, use a script:

If player is leader, use his name:


 _units = units Player
 _null = 0
 _count = count _units

 #Bail
 (_units select _null) action ["EJECT", MyBird]
 unassignvehicle (_units select _null)
 _null = _null + 1
 ~0.430
 ?_count >_null: goto "Bail"
 exit

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

PPS.  I guess you're NOT grouped to the bird?!

« Last Edit: 14 Jul 2003, 21:54:07 by Tomb »

Pravit

  • Guest
Re:helicopter dropoff
« Reply #2 on: 16 Jul 2003, 19:53:29 »
hey, thanks for your help! it worked well, but i'm still having problems:
I used the "Unassign" thing you gave me, but for some reason after they parachute, the helicopter hovers over the action site instead of moving on to the next waypoint. Also, i noticed if I used a flyinheight for the helo any higher than about 125, when he reached the point he would start flying around in circles for no reason.

an unrelated question: is it just me, or do the Black Ops/Spetsnaz suffer from extreme blindness? At daytime I just made a group of them(with skills set to highest) attack a few resistance fighters(with skills set to none), and the resistance fighters cut them to pieces because they saw them first. Then I tried at nighttime, and you'd think that the black ops would have an advantage because of their night vision. But, they proceeded to run idiotically right up to the faces of the resistance fighters, upon which they were again cut to pieces. It seems like the black ops don't see the res. until the res. sees them. Which is stupid, because my guys have night vision. Did BIS intentionally make the black ops guys really blind? I tried using a no-skills group of regular soldiers and they actually did a fairly decent job.  ???