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Author Topic: I know this has been asked before!  (Read 1034 times)

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fragsta

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I know this has been asked before!
« on: 28 May 2003, 20:30:00 »
I kno it has, but i can't find the answer. How d you make a helicopter land when it reaches a trigger or activates a waypoint?

MadFred

  • Guest
Re:I know this has been asked before!
« Reply #1 on: 28 May 2003, 21:07:00 »
helicoptername land "LAND";

example

blackhawk1 land "LAND";


you can also use "GET IN" and "GET OUT"
to make it hover just above the ground for other unit(s) to get out or in.

put this line in the trigger's or waypoint's 'on activation' box.


« Last Edit: 28 May 2003, 21:08:27 by MadFred »

fragsta

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Re:I know this has been asked before!
« Reply #2 on: 28 May 2003, 21:16:28 »
Thanks alot. Now does anyone know how the game would check if something is in the helicopter before activating a trigger?

Thanks in advance!

Mr.BoDean

  • Guest
Re:I know this has been asked before!
« Reply #3 on: 28 May 2003, 22:34:44 »
Well, if you Synchronize (F5) the group's Get In WP with the chopper's Load WP , it should wait till all AI units are in.

 There can be a problem with Player as leader , though. If player gets in before his squad, chopper can leave without them.  Though it's not the best solution, I solved my problem with this using a moveincargo command for each unit, causing the squad to immediately be in vehicle when (human) leader boards.


Mr.BoDean

  • Guest
Re:I know this has been asked before!
« Reply #4 on: 28 May 2003, 22:37:51 »
Also, there's a script snippet specific to that here: http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_4&start=25


Kaliyuga

  • Guest
Re:I know this has been asked before!
« Reply #5 on: 28 May 2003, 23:55:43 »
Thanks alot. Now does anyone know how the game would check if something is in the helicopter before activating a trigger?

Thanks in advance!

(nameofplayer in nameofvehicle)      

inside the condition field of your trigger will make the trigger fire when the named player gets in the vehicle

:toocool:

Mr.BoDean

  • Guest
Re:I know this has been asked before!
« Reply #6 on: 29 May 2003, 00:56:26 »
(nameofplayer in nameofvehicle)      

inside the condition field of your trigger will make the trigger fire when the named player gets in the vehicle

:toocool:

Hey Kali, since you were helping with this problem before .... would this be a better solution than mine above? Mine requires an unassignvehicle command for each unit and a hint to the human leader to order troops to Disembark since the normal Load/Get In and TransportUnload/GetOut won't work for MP with human leader.  :-\

Offline macguba

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Re:I know this has been asked before!
« Reply #7 on: 29 May 2003, 01:11:43 »
I like Kali's way.   You can just check if the whole group is in the chopper, with something like this in the condition field of a trigger or waypoint:-

count units grp1 == "not (_x in chopper1)" count units grp1

syntax VERY ropey, but you get the idea.  If it works.
Plenty of reviewed ArmA missions for you to play

Mr.BoDean

  • Guest
Re:I know this has been asked before!
« Reply #8 on: 29 May 2003, 01:32:02 »
I like Kali's way.   You can just check if the whole group is in the chopper, with something like this in the condition field of a trigger or waypoint:-

count units grp1 == "not (_x in chopper1)" count units grp1

syntax VERY ropey, but you get the idea.  If it works.

Ok, I'll try that ...will it account for units who may have been killed on the way there? I think that was onee problem I had before.

Offline Tomb

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Re:I know this has been asked before!
« Reply #9 on: 29 May 2003, 03:11:10 »
.... the normal Load/Get In and TransportUnload/GetOut won't work for MP with human leader.  :-\


 :-* Sure it will, m8 - just do it right  :D ;D like this:

      "ALL - DISEMBARK"  ::)



...see, when player is grpLeader, noone will disembark before YOU (the grp leader) have ordered them to do so... this is called REALISM, as in "let's hear & do what the capt'n says!"  8) ;D

 :) In short, yer prayers have been heard, son!  :-* check this out, matey! :thumbsup:


  ;)  "_x in heli" count [guy1,guy2,guy3,guy4] == "alive _x" count [guy1,guy2,guy3,guy4]


This is good for conditions where morons from SEVERAL groups needs to board a bird.

If ya just need to know when, say FIVE men have gone inside, use som'n like this:

count (crew nameOfChopper) >= 5

or make an array:  a defined chopper array (minus gunner & pilot) would be:

morons = (crew NameOfHeli - [heliD, heliG])

Then ya could use:

"_x in Choppa" foreach units morons


hope it works, m8  :) CYA





Mr.BoDean

  • Guest
Re:I know this has been asked before!
« Reply #10 on: 29 May 2003, 03:40:59 »
:-* Sure it will, m8 - just do it right  :D ;D like this:

      "ALL - DISEMBARK"  ::)



...see, when player is grpLeader, noone will disembark before YOU (the grp leader) have ordered them to do so... this is called REALISM, as in "let's hear & do what the capt'n says!"  8) ;D
 

Hehe ...thanks ,man.   :D Yeah, that's how I justified using the HINT to order troops out and made the chopper hold there for 12 seconds or so, assuming the human follows the hint. Optimally, the mission would be full of real players and not a problem ...but  a smaller human crew might take some Idiot AI with them, hence the issue.
  K, I'll check this solution out ..Thanks, dude.  :)

fragsta

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Re:I know this has been asked before!
« Reply #11 on: 29 May 2003, 11:12:38 »
I'm going to use the (nameofunit in nameofvehicle) command. It's simple, plus the heli isn't part of the unit's group, and there is only one unit to get in the heli.