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Kaolin

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set height
« on: 02 Dec 2004, 14:38:06 »
Hey guys, ;D

Tiny problem,
i looked in the editors dept, but found nothing. So im gonna have to waste your time. I want to set the height for a AI heli that will remain at that hieght for a length of time. example; the AI heli will load a group of seal divers, move over sea at a height of 10 and a speed of 5, then fly off and land somewere else. i know how to do the waypoint bit, just a need the height and speed values to change.
is it possible without a script? Becuase im about as usefull as a peice of bread when it comes to scripting :P

Thanks once again
                                        Kaolin
« Last Edit: 02 Dec 2004, 14:38:33 by Kaolin »

Offline Artak

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Re:set height
« Reply #1 on: 02 Dec 2004, 15:07:56 »
Hey Kaolin,

You can't set a specific speed in exact km/h for a unit. These are your choices. unit setspeedmode "limited" or "normal" or "full".

The height problem is easy. Use unit flyinheight 10
Not all is lost.

Offline macguba

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Re:set height
« Reply #2 on: 02 Dec 2004, 15:23:14 »
chopperName flyinheight 10

goes in the On Activation field of the previous waypoint.   By playing with waypoints a bit you might manage to get some control over speed.      In principle you could meddle with a chopper landing script from the Editors Depot to help with the speed if needs be, but that would require the scripting ability of at least a slice of hot buttered toast, or perhaps even a crumpet.
Plenty of reviewed ArmA missions for you to play

Kaolin

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Re:set height
« Reply #3 on: 02 Dec 2004, 17:39:12 »
well, im just plain ordinary bread that needs toasting, and my worst fear has come, i think it'll need a script  :'(

meh, is there a script out there that does what i want (hover a AI heli over water to unlaod its cargo then fly off) and is relitivly esy to use? better yet could some one please make a sample mission using CoC combat divers? just a very simple "pick up and drop" will provide usefull

thank you from a very unable
                                                kaolin


Echo5Hotel

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Re:set height
« Reply #4 on: 02 Dec 2004, 18:35:46 »
Hey Kaolin,

An actual helocast insertion would normally have the chopper still moving forward.  maybe this would work for you though.

Set your first waypoint at the beginning of the insertion with the height setting and limited speed.  make the next waypoint whetre you want the bird to hover and in the activation put "heliname stop true"  Then make a trigger that checks to see if all of the troops have exited the bird (I would have to check for the syntax of the string for that) and if they have then the trigger activation would be "heliname stop false".  This is a shot in the dark and I am at work so I can't test it.  Try getting the chopper to stop first with that waypoint and then we will worry about getting the chopper to move again.

I hope that all made sense.  I'm typing this between calls at work.   ;)

Kaolin

  • Guest
Re:set height
« Reply #5 on: 02 Dec 2004, 18:48:36 »
ok echo5hotel: it made sense, i am greatful for it. but by abilities with that sort of thing are next to nothing. thank you for your help but i think i really need a sample mission  >:(

      Kaolin
(im still learning ya see!)
« Last Edit: 02 Dec 2004, 18:51:01 by Kaolin »

Offline Raptorsaurus

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Re:set height
« Reply #6 on: 02 Dec 2004, 21:35:41 »
Check out the editor depot for a script/function I did called "Set Speed".  I am also working on an NOE Script to force true Nap of Earth flight.  But over water the flyInHeight works good enough.