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Offline greg147

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Trigger deactivating waypoint
« on: 04 Sep 2005, 13:22:26 »
Hi all,
Had search on the forums, and didn't find anything, so sorry if this has already been answered.

I have a chopper flying over a town with 4 waypoints. 3 move ones, and a cycle one. When a trigger activates, I want the chopper to cancel its cycle waypoint, and move onto the next waypoint after it, which is a get out waypoint.

Is there a way of doing this? Is so, how?

Thanks  :)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Offline Speeder

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Re:Trigger deactivating waypoint
« Reply #1 on: 04 Sep 2005, 13:31:00 »
just sync the cycle wayoint with a Trigger - activation should be set to Switch.

That should do it for you.

Search pn switch trigger in editors depot, or if you know some Danish I wrote my own tut on the subject http://www.ofp.nu/Guides/Guide%20til%20Switch%20Triggers.htm
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Offline nominesine

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Re:Trigger deactivating waypoint
« Reply #2 on: 04 Sep 2005, 14:14:44 »
Speeder is correct. A little correction though:

Synchronize [Key=F5] the cycle WP with a switch-TYPE trigger. ACTIVATION should be set to "whatever-condition-you-think-should-be-fulfilled-before-the-chopper-crew-disembark"
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Offline greg147

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Re:Trigger deactivating waypoint
« Reply #3 on: 04 Sep 2005, 16:30:22 »
Thanks for the help so far. But I've hit a problem with it.

At the moment the chopper comes in and cycles move 3 waypoints over the town. The cycle waypoint is followed by a 'load' waypoint, which is syncronised with 2 get in waypoints from different groups. When an area is clear of enemies, a trigger activates with a sidechat. In the trigger, I have:
Type: Switch
Condition: this
Activation: *Sidechat message*
Deactivation: None

Synced with the cycle waypoint.

Is that right? Because when the trigger activates the chopper just stops and hovers. It doesn't do anything. I'm not sure if this is a problem with the cycle waypoint or the load waypoint.
Anyone know what I'm doing wrong?
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Offline nominesine

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Re:Trigger deactivating waypoint
« Reply #4 on: 04 Sep 2005, 17:30:17 »
...followed by a 'load' waypoint, which is syncronised with 2 get in waypoints from different groups...

I think this is your problem. I've never seen a waypoint synchronized with more than one other waypoint/trigger at the same time. Try to give the chopper two separate load waypoints, one for each group itÂ's going to pick up. Make sure each waypoint only has one synch. If it still doesn't work, put an extra Move waypoint between the two load waypoints.
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Offline greg147

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Re:Trigger deactivating waypoint
« Reply #5 on: 04 Sep 2005, 17:42:37 »
Now the chopper ignores both waypoints and just flys off.
Even when I retraced my steps to put it right, it wouldn't fix  :P
I'm going to try to do it a different way, but I need help with a few simple commands:
1. How do I make a chopper land on a editor placed helipad?
2. How do I detect if the chopper is on the ground?
3. How do I detect if a unit is on board the chopper?

Seems the easier way of doing it this way.  ;)
« Last Edit: 04 Sep 2005, 17:43:15 by greg147 »
Royal Air Assault Battalion - [L/Cpl] Greg
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Offline nominesine

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Re:Trigger deactivating waypoint
« Reply #6 on: 04 Sep 2005, 17:57:34 »
1) You place a "get out" waypoint close to it. If you don't want the pilots to disembark, give it a move waypoint and type
Code: [Select]
helicopterName land "LAND"
in the wp activationfield.

2)name the helipad ground and make a trigger that fires on this condition:
Code: [Select]
helicopterName distance ground <1
It detects when the chopper is within one meter and they never go that low unless they are landing/taking off.

3)
Code: [Select]
vehicle unitname == chopperName
There are several useful resources about helicopter problems in the FAQ database: search for Helicopter (I got 8 hits and 4 of them addresses your current problem in one way or the other)
« Last Edit: 04 Sep 2005, 18:13:26 by nominesine »
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Offline greg147

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Re:Trigger deactivating waypoint
« Reply #7 on: 04 Sep 2005, 18:16:31 »
Thanks for those  :)

Only problem is that with the 1st one, I put it in a move waypoint, and the pilot lands, shuts off his engine, gets out, and orders the player to go as pilot. I just want him to touch down, and stay there until the 'vehicle unitname == chopperName' trigger has activated, then take off again.
Is this possible?
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Offline nominesine

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Re:Trigger deactivating waypoint
« Reply #8 on: 04 Sep 2005, 18:22:19 »
I just want him to touch down, and stay there until the 'vehicle unitname == chopperName' trigger has activated, then take off again.
Is this possible?

Hmm... these choppers are truly annoying  ::)
Try
Code: [Select]
helicopterName flyInHeight 0

when vehicle unitname == chopperName is triggered you give the chopper a new order (from the activation field of the trigger)
Code: [Select]
helicopterName flyInHeight 50

50m is the default flyInHeight for choppers. Then it will not crash into trees and stuff.
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Offline greg147

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Re:Trigger deactivating waypoint
« Reply #9 on: 04 Sep 2005, 18:45:00 »
Bah, this bloody chopper is getting to me now.
the flyinheight command made in land randomly wherever it was when the last WP activated.
There must be some way to get a chopper to land and pick up a squad. I can merge the 2 squads together to make 1 if I delete 2 units from each, so I will try that.

Thanks for the help so far. I'm going to leave it acouple of hours, before I start to burn something.  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
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Offline macguba

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Re:Trigger deactivating waypoint
« Reply #10 on: 04 Sep 2005, 23:21:32 »
Choppers are notoriously difficult in OFP.    Use a script from the Ed Depot to help, such as snYpir's quick helicopter landings.

Check your waypoint and trigger sequence with a lorry.
Plenty of reviewed ArmA missions for you to play