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Author Topic: (Accepted) Mando Heliroute ArmA  (Read 23357 times)

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Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #30 on: 07 Feb 2008, 23:32:21 »
Personally, I'm not that fussed about "on the button" landings, as long as it's in the ball park +/-5 mtrs for example.

But I am. This script is just and only for quite accurate landings, anything else can be solved with dynamic waypoints and moving invisible helipads.


Offline trooper.ryan

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Re: (Accepted) Mando Heliroute ArmA
« Reply #31 on: 26 Feb 2008, 07:22:21 »
I've got a weird bug(?) going on that has me stumped.

heli1 will fly over the gamelogic "dest1" and continue on heading for 3 grids.  Then it will very slowly turn back and slowly fly back and land on the marker.

Any ideas what could be causing this behaviour?

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #32 on: 26 Feb 2008, 07:45:48 »
Has heli1 got into combat mode, see the enemy or things like that?

Offline trooper.ryan

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Re: (Accepted) Mando Heliroute ArmA
« Reply #33 on: 26 Feb 2008, 09:36:55 »
Yup, it goes into combat mode.  Could I insert _heli setbehaviour "SAFE" into a loop somewhere to solve the problem?


EDIT:  Mostly solved by the below post, thanks!  Heli1 still flys past the LZ and takes a while to turn around, but now its only by a few hundred meters so the wait isnt as bad.
« Last Edit: 26 Feb 2008, 12:05:35 by trooper.ryan »

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #34 on: 26 Feb 2008, 10:58:49 »
You may add the following to the init field of the chopper:
Code: [Select]
this setCombatMode "BLUE";this setBehaviour "CARELESS"

Offline sharkattack

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Re: (Accepted) Mando Heliroute ArmA
« Reply #35 on: 06 Apr 2008, 11:09:54 »
having problems with rooftop insertion

i have a mission set up which uses the script to insert a team onto hotel roof
it works a treat everytime ... untill we play on dedi server then  the chopper lands short of the logic
( at the point were normally the chopper begins its final approach ..)

obviously im doing something wrong ... here is how i have it set up ...

the chopper ( bh)  starts on the ground  with pilot on board 
it waits until all the player group (tm1) are onboard

trigger
condition
({_x in bh} count units tm1 == count units tm1)

then the script is executed

activation
nul= [] execVM "insert.sqf"

insert .sqf
Code: [Select]
_scr = [bh,[getPos dest1],30, true]execVM"mando_heliroute_arma.sqf";
Sleep 1;
waitUntil {bh getVariable "mando_heliroute" != "busy"};

_scr = [bh,[getPos dest2],50, true]execVM"mando_heliroute_arma.sqf";
Sleep 2;
waitUntil {heli1 getVariable "mando_heliroute" != "busy"};

like i say works perfectly until hosted on dedicated server ..

any help  will be appreciated
a wonderfull script  :good:
« Last Edit: 06 Apr 2008, 11:44:25 by shark attack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #36 on: 06 Apr 2008, 11:46:22 »
Trigger's code is executed everywhere, so you are executing that insert.sqf script multiple times. Try adding the following to the beginning of the insert.sqf.

Code: [Select]
if (!local bh) exitWith {};

Offline sharkattack

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Re: (Accepted) Mando Heliroute ArmA
« Reply #37 on: 06 Apr 2008, 13:06:05 »
will do mate
thanks  very much

edit
====

still landing short of logic marker on dedicated server     :(

edit2
====

works ok if i make the insertion a cutscence/intro  but this isnt how i want it set up

please help ... i love this  script ..top class

edit 3
====

attached a short demo  ... thanks  mandoble   :good:
« Last Edit: 07 Apr 2008, 19:56:17 by shark attack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #38 on: 08 Apr 2008, 00:58:03 »
In your demo the locality of the chopper changes during flight in a dedi server. This is an issue I'll try to solve.

Offline sharkattack

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Re: (Accepted) Mando Heliroute ArmA
« Reply #39 on: 08 Apr 2008, 19:25:19 »
many thanks mate  for your time .. :good:

looking forward to update
« Last Edit: 11 Apr 2008, 11:14:15 by shark attack »
"HOLY SARDINE" - see Shark-Attack meet his match

Offline Ironman

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Re: (Accepted) Mando Heliroute ArmA
« Reply #40 on: 19 May 2008, 02:27:15 »
This causes a "Error, Generic Error in Expression"

Code: [Select]
_scr = [heli1,[getPos dest1],50, true]execVM"mando_heliroute_arma.sqf";
Sleep 1;
waitUntil {heli1 getVariable "mando_heliroute" != "busy"};

heli1 setVariable ["mando_heliroute", "free"];

I pretty much copied and past and this is ALWAYS the problem. My UH-60 is named heli1. and this code is in the init.sqs

Help would be much appreciated.

It still works the way I want it to. But, I do not want this dam error lol...
« Last Edit: 19 May 2008, 02:33:12 by Ironman »
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Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #41 on: 19 May 2008, 09:50:06 »
That is sqf code, not sqs, and you are running it into init.SQS, not init.SQF.

Offline Mille

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Re: (Accepted) Mando Heliroute ArmA
« Reply #42 on: 22 Jul 2008, 18:20:08 »
Mando what there is if I want to use two three helicopters then what it is necessary to write it init.sqf because he handles only one there.

Offline Mandoble

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Re: (Accepted) Mando Heliroute ArmA
« Reply #43 on: 22 Jul 2008, 18:57:33 »
Each instance of the script takes care of a single chopper, but you may execute the script as many times as you want for different choppers. If you want to process them in parallel, I mean to check if the route is finished, etc, use the [] spawn {code} command and in the code block place the code to control the routes.

Offline Mille

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Re: (Accepted) Mando Heliroute ArmA
« Reply #44 on: 22 Jul 2008, 21:38:02 »
I say thank you for the fast answer Mandoble how I am not that trouble only a sqf master I do not know it the [] spawn {code} command if you would be able to write a sample down I say thanks for it.