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Author Topic: chopper landing, some problems  (Read 1208 times)

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kingneb

  • Guest
chopper landing, some problems
« on: 23 Apr 2003, 19:02:21 »
I got a chopper to land in a players location with a join waypoint.  You radio for the chopper, and he will land in the nearest flat spot.  When you send him back, the chopper leaves your group and will land at the LZ at base.  There is a problem, however with the chopper landing at the players location.  With the "choppername" Land "Land" command, he hovers a few feet above the ground, pulls up a few feet, and cuts his engines, which causes gravity to pull the chopper down, damaging it.  One time, the chopper flipped over (but did not blow up).  What would you do to fix this?    I cant use an invisible H-pad because the join because the join waypoint moves whereever the player is.  I also tried using the "choppername" Land "Get In" command but the pilot hovers above the ground a bit, then pulls up (most likely this is used for a squad boarding).  I could get this to work if I could get the pilot to cut his engines after this command has been initiated.  But apparently the Land command, in a sitiution like this is the only one that executes.  Whats the case here?

silent1

  • Guest
Re:chopper landing, some problems
« Reply #1 on: 23 Apr 2003, 19:14:44 »
  Can't you move the invisible helipad around as well?

Hpad setpos getpos Player

Wouldn't that do?

Or you could move it to the side a bit so that the helicopter doesn't land on his head:

Hpad setpos [(getpos Player select 0),(getpos Player select 1  +15),(getpos Player select 2)]

The syntax probably isn't correct but I'm sure someone will be along to correct it :)

kingneb

  • Guest
Re:chopper landing, some problems
« Reply #2 on: 23 Apr 2003, 19:28:15 »
 :)bingo ;D

silent1

  • Guest
Re:chopper landing, some problems
« Reply #3 on: 23 Apr 2003, 19:41:26 »
Yay! :D

kingneb

  • Guest
Re:chopper landing, some problems
« Reply #4 on: 23 Apr 2003, 20:40:27 »
 ;In order to get youre idea to work properly, I had to write a script to keep the invisible helipad underneth my feet at all times;  It requires a loop; otherwise the helipad would stay at your starting position.  Landing on top of the head is not a problem, it still picks the flattest spot nearest to the pad.;D

Bad Maniac

  • Guest
Re:chopper landing, some problems
« Reply #5 on: 23 Apr 2003, 21:04:15 »
Not necessarily a script, Correct me if I'm wrong here, but cant it be activated by a radio call, so that when the player calls, the H is moved to the players position?

silent1

  • Guest
Re:chopper landing, some problems
« Reply #6 on: 23 Apr 2003, 23:33:09 »
  Well done Kingneb :)
Bad Maniac's idea would also be good as it would mean the script isn't constantly working, but I'm glad you've sorted it out now :D

kingneb

  • Guest
Re:chopper landing, some problems
« Reply #7 on: 24 Apr 2003, 00:38:32 »
I can send you the script, and it does work.  It is called LZ move, just 4 lines.  

silent1

  • Guest
Re:chopper landing, some problems
« Reply #8 on: 24 Apr 2003, 14:11:24 »
 Short and snappy  ;D

Offline Artak

  • The old beanbag shaker
  • Former Staff
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Re:chopper landing, some problems
« Reply #9 on: 24 Apr 2003, 14:50:19 »
Code: [Select]
#begin
q = GetPos MO1
LZ SetPos q
goto "begin"

That's an infinite loop running as fast as your computer can handle it.. something like gazillionbilliondrimillion times a second.. and it will cause lag.

If you're really doing it like this, you might want to give the script (and your computer) a break and have a ~1 somewhere in the code making it loop once every second.
Not all is lost.