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Author Topic: Little bird on building  (Read 1101 times)

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dragonshinobi03

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Little bird on building
« on: 07 Oct 2003, 06:05:08 »
Hi I saw a mission where a BAS_littlebird land on a building or it looked like it anyway and i was wondering how you would do that
                  Thanks :)

Offline Roni

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Re:Little bird on building
« Reply #1 on: 07 Oct 2003, 06:21:32 »
With VERY HIGH AMOUNTS of SKILL ?  :D

Actually, I once made up a scenario which started with the player at the controls of a OH-58, supposedly flying over a forest.  Unfortunately, I forgot to set the bird to "Flying" so it started tangled in the trees hanging upside down.

No prob - I figured that I would bail out and fix the problem, but first I would kill myself by starting the engine and blowing myself up.  Instead, the engine sputtered, the model jerked and eventually I was upright and clear of the trees  :wow:

Great game - some screwy physics involved in the model animations though ! ;D

To answer your question - I have been able to land on some pretty tricky spots, but more by luck than anything else.  That's my best guess . . .

Roni
« Last Edit: 07 Oct 2003, 06:22:29 by Roni »

Blitzer

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Re:Little bird on building
« Reply #2 on: 07 Oct 2003, 07:12:31 »
How you going,
                        Did you want to fly the chopper yourself or be a passenger or was it for a cutscene. If your flying it I try to auto hover the closest I can just before the building. Then as it is just about to rise to go over it I cut the engine. To try and just plonk on. If your a passenger I don't know if you can do this but maybe setpos getpos a heli pad that the AI can land on by waypoint. Then put the pad on top of  the building. Just a thought. And if you wanted to do a cutscene you could just do a shot of someone flying towards a building then at another location have a chopper already on top of a building. With a little movie magic you should be able to get something that lets the person watching it believ the chopper landed on top of the building.
Hope that helps

Offline LCD

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Re:Little bird on building
« Reply #3 on: 07 Oct 2003, 07:31:33 »
dey scripted it 2 land on da building :P - da choper wont do it - so dey setposed it above it w/ big high nd started looped setpos everytaam lil lower :P

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dragonshinobi03

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Re:Little bird on building
« Reply #4 on: 07 Oct 2003, 14:22:05 »
thanks for your help

Offline Chris Death

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Re:Little bird on building
« Reply #5 on: 07 Oct 2003, 15:30:38 »
funny - i did the very same thing yesterday on one of the
two towers in Tatu (the big town on the new BAS isle).

My AI controlled littlebird comes into that town with
a flyingheight of 65 meters (first i checked the height of
the tower - it was 50 meters).
Then it flies over the tower, flyinheight changes to 50 meters
(this will make the chopper like landing onto it)
Then i check if the height of the chopper is below 1, if so player
gets ejected - chopper says goodbye and heads back to base.

WP scripted is a good way to do such stuff.

create a waypoint: move close to that building, where you
want your chopper to land on

:note - first you need to check out, wether you can manually
(player controlled) land a chopper on that building or not.
Buildings where you can't do that will make the empty chopper
get bouncing, until it falls down or so.

then create a waypoint type: scripted onto the building, where
you want it to land. In the field: scripted you need to type
just the script name (no exec and no "")

let's say: landonroof.sqs

Now landonroof.sqs will be executed, once the chopper has
passed the waypoint before the waypoint type scripted.

A few parameters will be passed automatically to this script
by the waypoint:

_this select 0 => owner of the waypoint (group)

_this select 1 => position of the waypoint

_this select 2 => target - e.g: if you place the waypoint exactly
onto a vehicle, then you could get that vehicle into your script
that way. Not required for roof-landings.

OK, now the script:

<<landonroof.sqs>>

_group = _this select 0
_leader = leader _group
_units = units _group
_chopper = vehicle _leader
_pilot = driver _chopper
_pos = _this select 1

_pilot doMove _pos

~10

_chopper flyinheight 50

#loop
~1
?(getpos _chopper select 2 >=1): goto "loop"

hint "chopper has landed"

_chopper flyinheight 65

~1

exit


Well, at the top of the script i defined more variables then
required here, but that's just to give you an imagination
about what's possible with scripted wp.
Also you need to check out the height of the building, before
setting up the flyinheight for the chopper - 50 it is for the
tower building in Tatu, as i already said.

*hint* - to check out the height of a building, you could
use a radio-alpha trigger (repeatedly), and in the activation
field: hint format ["%1",getpos player select 2]
Then take a chopper and hover beside that building, just
to hit radio-alpha. Now you will see  the height of the player.
:note - off course it won't return the exact height of the
building, but with a lil bit of playing around, i think you should
find that out soon  ;)

If you place the player exactly onto that building, you should
find yourself standing on the roof, when hitting preview.
The radio-alpha should then return 0 as height, that's why
i'm waiting for a height of below 1, in the script.

If this stuff is too complicated at the mo, just tell me the
building you want to use as landing platform, and i'm gonna
set up an example for you. I can't do that right now, as
i've just started working, and it still needs 8 more hours for
me to get back to my ofp.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted