Home   Help Search Login Register  

Author Topic: problems with waypoints  (Read 1297 times)

0 Members and 3 Guests are viewing this topic.

box

  • Guest
problems with waypoints
« on: 15 Jul 2004, 21:54:31 »
ive tried and tired and i guess i suck becuase...

1: i cant get a helicopter to ever land within like 20ft of its waypoint. never has landed on its waypoint which i really want it to do.

2: i dont know how to give a squad waypoints to move somewhere after they get out of the helicopter.

can someone plz tell me how and if this these are possible. im a noob :)

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:problems with waypoints
« Reply #1 on: 15 Jul 2004, 22:14:49 »
1.  Are you using and Invisible H at the waypoint where you want the helicopter to land?  If not it will not necessarliy land there, in fact it might not even land close.  Even with an invisible H it cannot be guaranteed.

2.   What happens if you just give them a waypoint in the normal way?  What exactly are you doing?

box

  • Guest
Re:problems with waypoints
« Reply #2 on: 15 Jul 2004, 22:38:43 »
alrite thats cool the invisible H would help but how do i put one there??

for number 2. im unloading a sqad out of a helicopter and i want that squad to move into a town but i dont know how.
       after i give them the order to get in the chopper at the beginning of the mission i dont know what to do afer that. when i give the chopper 'unload transport' waypoint of course the sqauad isnt actually there yet on the edditor screen so i dont know how to give them their 'move' waypoint to go into the town. does that make any sense?

lastly when i give the chopper a load waypoint how do i make the chopper just stay there and wait for them to load??

i cant find a waypoint tutorial....

AnarCHy

  • Guest
Re:problems with waypoints
« Reply #3 on: 15 Jul 2004, 22:46:43 »
I am guessing the group is already on the map right?

Would you mind if they started out in the chopper?

Then you just put this moveincargo heli in each units init field, name the chopper you wanna use helo, then they will be on the chopper at the start of the mission.  All you would have to do is make a waypoint exactly where the heli's unload waypoint is that says [shadow=red,left,300]get out[/shadow] and the ldr. of the group will tell the group to get out, and make the chopper stay (until they've gone).

Did i make any sense...?  ???

Oh ya then you can move the group wherever you want to with the waypoints.

If not that's fine too, just a suggestion  ::).
« Last Edit: 15 Jul 2004, 22:48:38 by AnarCHy »

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:problems with waypoints
« Reply #4 on: 15 Jul 2004, 23:08:47 »
Give the infantry a GET IN waypoint and give the Helicopter a LOAD waypoint.  Then synchronise these two waypoints.  

Give the infantry a GET OUT waypoint where you want them to get out and give the Helicopter a TRANSPORT UNLOAD waypont where youwant it to land to drop the infantry and synchronise these two waypoints also.  Then give the infantry a waypoint where you want them to go after they get out of the helicopter.  So the infantry will have a sequence of waypoints that looks like:
0 GET IN
1 GET OUT
2 MOVE or whatever

To put an invisible H:  Insert a unit but before you click OK select Side: Empty instead of East West etc. and select Class: Objects, then select Unit:  H(Invisible)
« Last Edit: 15 Jul 2004, 23:10:33 by THobson »

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:problems with waypoints
« Reply #5 on: 16 Jul 2004, 01:13:14 »
There's a chopper tute in the Ed Depot which might help.    Choppers are a nightmare in OFP, a lot of mission designers won't use them because they are not worth the trouble.      It is impossible to guarantee that a chopper will land in a specific place, you need to play around with the location - and the exact positioning of the invisible H and the waypoint - till you find a place that the chopper seems willing to land on a regular basis.
Plenty of reviewed ArmA missions for you to play

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:problems with waypoints
« Reply #6 on: 16 Jul 2004, 02:14:31 »
There's a chopper tute in the Ed Depot which might help.    Choppers are a nightmare in OFP, a lot of mission designers won't use them because they are not worth the trouble.      It is impossible to guarantee that a chopper will land in a specific place, you need to play around with the location - and the exact positioning of the invisible H and the waypoint - till you find a place that the chopper seems willing to land on a regular basis.

trial and error dear watson, trial and error...

and whats this about not using choppers? I love em, easy as pie to make work properly - i aided in writing the chopper tute and it will answer the basic and middle level questions to an extent - the rest is finding your feet with choppers - also try and find snYpir's chopper landing script in the ed depot - its makes choppers do what you want with better results.... and prevents the flaring when they come into land...

also (i say this alot) try experimenting with flyinheight and move waypoints - this can make a chopper come in at a controlled rate... flyinheight 0 is landed (obviously)  :)
Proud Member of the Volunteer Commando Battalion

box

  • Guest
Re:problems with waypoints
« Reply #7 on: 16 Jul 2004, 15:40:22 »
ok well ive got all that stuff fixed now ;D except giving a chopper a load waypoint and waiting there to load up rather than taking off and landing again.

where do i find this chooper tutorial, and could u explain a little more about that flyinheight thing?

Offline Messiah

  • Honourary OFPEC Patron & Drinking Buddy of Wolfsbane
  • Honoured Contributor
  • ***
  • OFPEC Veteran
    • Project UK Forces
Re:problems with waypoints
« Reply #8 on: 16 Jul 2004, 15:45:36 »
chopper  tutorial should be in the editors depot (look at the nav bar)

as for flyinhieght... basically it is a command that forces a helicopter to fly at a give height...

choppername flyinheight 20

will make the chopper fly at 20m altitude... using this with well palced move waypoints you can make a chopper land... create around 5 or so move waypoints in a row (give them reasonable spacing) and make the speed limited. In the onactivation field just type:

chopname flyinheight 25

and then for each subsequent move waypoint decrease by 5 or so... so the last waypoint should have #0 as its flyinheight.

to make the chopper take off again, just use a trigger to make it flyinheight 30 or so...
Proud Member of the Volunteer Commando Battalion

box

  • Guest
Re:problems with waypoints
« Reply #9 on: 17 Jul 2004, 03:10:38 »
awsome thanks!