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Author Topic: extract/door gunner support  (Read 1387 times)

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igitiL

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extract/door gunner support
« on: 17 Sep 2003, 06:20:10 »
i got this idea from watching the movie Tears of the Sun, but any ways when the extract helo goes to pick up the seals he [doorgunner/crew] exits the chopper to support the boarding seals. i was wonder if some one could make a script that has the helo land with the rotars still runing and have the gunner/or crew  exit the helo to support the troops boarding it.. there for he would be the last to get on the chopper before it leaves? i don't know if they actualy do this but i thought it would be cool to see.

Offline rhysduk

  • Former Staff
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Re:extract/door gunner support
« Reply #1 on: 17 Sep 2003, 10:53:16 »
You will have to do something like the following ;-

1. - Set the choppers FlyInHeight status to 0 so he is flyign on the ground ;D

2. - Get teh Gunner to disembark via teh script with something like :-

gunner assignvehicle false

Any help - i might and probably am wrong but i am in scwl so my brain is not in gear ;D
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Iwesshome

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Re:extract/door gunner support
« Reply #2 on: 17 Sep 2003, 17:18:32 »
Well without getting to fancy you can do the following...

Example Idea: Crude

Set Up
1. Create an empty MH-60 (Name: helo1)
2. Create a pilot (Name: Man1)
3. Create a gunner (Name: Man2)

In the Initialization line of man1 place this...
man1 MoveInDriver helo1

In the Initialization line of man2 place this...
man2 MoveInGunner helo1

4. Create a group (Name: grp1)

Mission Creation
MH60
1. Create a Move waypoint
2. Create a Transport Unload waypoint
3. Create a Load waypoint
4. Create a Move waypoint

Man2
1. Create a Get Out waypoint (sync: Transport Unload)
2. Create a Hold waypoint
3. Create a Get In waypoint (sync: Load)

Grp1
1. Create a Move waypoint
2. Create a Get In waypoint (sync: Load)

Triggers/Waypoints
1. For the helo you could place the Transport Unload and Load waypoints right on top of each other to prevent the helo from moving too much.

2. Your man2 is now stuck in a hold position so to get him to get back into the helo you will have to use a Switch Trigger to be set off by grp1 once they start to board the chopper... he will then load and the helo will fly away.

Conclusion
There are so many ways you can do this scenario... some are very crude and unrealistic ways due to the game engine as described above and then you can get really fancy by using Switch Triggers, SetPos and FlyInHeight commands which take a bit longer to set up but in the end it is worth it to the mission player.You also want to play with animations and unit behavior to make it look like he is supporting the landing site.

All these types of scenarios have been asked about on the forums before do some quick searches and you will find all that you are searching for... Also you should check out SnYpir's "Quick Helicopter Landings" script located in the Editors Depot.

Have fun and hope this gives you some ideas  ;D

Offline KTottE

  • Former Staff
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Re:extract/door gunner support
« Reply #3 on: 17 Sep 2003, 17:48:59 »
Just a note though, the reason the gunner gets out his because he's blocking the doorway on the chopper otherwise. Take a look and you'll see him swinging the gun out on it's arm to make way for the SEALs, that's why he exits the chopper. With the UH-60's in the game he's not blocking the doorway and doesn't have to get out.
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

Iwesshome

  • Guest
Re:extract/door gunner support
« Reply #4 on: 17 Sep 2003, 18:15:51 »
True... But we don't have any wonderful Uh-60's to accomplish this effect  :-\

*Yo BAS*  :help:

Maybe a more efficient effect is if you added an additional crewmember to help support any wounded you might have trying to get to the helo so the soldiers could lay down some suppressive fire  ???

Offline rhysduk

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Re:extract/door gunner support
« Reply #5 on: 18 Sep 2003, 00:18:56 »
@Iwess

I see you were not busy in work today lol ;D

Quote
Example Idea: Crude

LOL How is that crude ? ;D

You really took my  reply of "any help" to heart didnt you lol ;D
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Pride and Joy 1 (HW100-T)

Iwesshome

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Re:extract/door gunner support
« Reply #6 on: 18 Sep 2003, 05:06:41 »
I work for a living? You could have fooled me  ;D


swift88

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Re:extract/door gunner support
« Reply #7 on: 03 Oct 2003, 12:01:41 »
yeah but..... there was always the U-h1 Heuy and other choppers where they had to get out...........

KyleSarnik

  • Guest
Re:extract/door gunner support
« Reply #8 on: 03 Oct 2003, 21:09:32 »
Quote
Mission Creation
MH60
1. Create a Move waypoint
2. Create a Transport Unload waypoint
3. Create a Load waypoint
4. Create a Move waypoint

WRONG!!!..... (lol i just wanted to say that)

anyways you can NOT give WPs to EMPTY vehicles, you must give the WPs to the PILOT of the EMPTY chopper. Or you could just use a script, somethin like:

Code: [Select]
_heli = _this select 0
_grp = _this select 1

_helicrew = crew _heli
_gunner = _helicrew select 1

#GunnerGetOut
unassignvehicle _gunner

~1

"unassignvehicle _X" foreach units _grp

#GrpOut
?!"_X in _heli" foreach units _grp :goto "GunnerGetIn" <---Not sure bout this
goto "GrpOut"

#GunnerGetIn
_gunner assignasgunner _heli

#IsGunnerIn
?_gunner in _heli : goto "exit"
goto "IsGunnerIn"

#exit
exit

Should work, but Im not sure about that GrpOut part.... Anyways you would call it by [heliname,groupname] exec "scriptname.sqs" in the WP where you want them to get out
« Last Edit: 03 Oct 2003, 21:10:27 by KyleSarnik »