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Author Topic: Flares, Drop-Off problem and Making Chopppers stay put.  (Read 727 times)

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GreenPea

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(1)Making choppers stay-put:
  I want a chopper to come over the crest of a hill, hover there & thump an armoured column without flying-all over the shop.

(2)Flares:  
  I've got an ambush setup using Suchy & Earls Naval Infantry where when a trigger is triggered a grenadier fires a flare. Good. Good.  Can only get it to work with the GP25Muzzle.  I changed the units to JAM Men and couldn't get it to work there either, unless I've got the GL Muzzle names or ammo names wrong I'm not sure.  (Ambush1 Fire ["JAM_GP30Muzzle", "JAM_FlareWhite", "JAM_FlareWhite"]).  

(3)Chopper drop-offs:
Simple enough I know... here goes.  Empty chinook sits on runway troops in cargo bay (via individual 'MoveInCargo' commands in init strings).  Pilot stands next to it waiting for radio command to get in, where-upon he's supposed to take off, set down on an 'invisible H' and unload troops.  Instead he just hovers over the 'H' doin sweet f.a before going on his merry way.  I don't have this problem with a manned chopper... whats the deal and how do I un-f*#k it?
« Last Edit: 04 Oct 2005, 16:00:49 by GreenPea »

Offline macguba

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Re:3 questions
« Reply #1 on: 03 Oct 2005, 12:22:52 »
There are chopper scripts in the Editors Depot - grab one of those.   Choppers are very difficult in OFP and these scripts make things much easier.

Try the simple version of the fire command:

loon1 fire "JAM_FlareWhite"
Plenty of reviewed ArmA missions for you to play

Offline 456820

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Re:3 questions
« Reply #2 on: 03 Oct 2005, 17:34:22 »
with the chopper landing and troops geting out you could either use a transport unload waypoint and if theres enemys near by, make sure the chopper is set to careless so it doesnt travel of its wayoint and start opening fire

GreenPea

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Re:3 questions
« Reply #3 on: 04 Oct 2005, 04:07:00 »
Transport Unload waypoin dun work.  Drop-off works fine if the chopper starts out  manned by an AI crew.  It when I start the chopper off EMPTY (telling the pilot to getIn on radio command)  that I get static.  Dunno.  Couldn't find any scripts to help me.

Same with the gunship's moving-in & firing from a stationary position.  I'f I move them into position in 'careless' mode setting combatmode to "YELLOW", they move in fire a few missiles & cannon rounds at seperate targets but don't kill them.

A case of beer to he who helps me!

Offline Pilot

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Re:3 questions
« Reply #4 on: 04 Oct 2005, 06:14:41 »
(1) If the attack choppers are not needed later in the mission, try using disableai, but be sure only to do it when they reach the hill. ex:
ChopperName disableAI "Move"
ChopperName disableAI "Target"

Use both pieces of code together.

(3) Did you give the chopper a "Land" command?

ChopperName land "LAND"
or
ChopperName land "Get Out"

-Student Pilot

Offline The-Architect

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Re:3 questions
« Reply #5 on: 04 Oct 2005, 07:24:10 »
DisableAI will be reset after a "Savegame" save.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

GreenPea

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Re:Flares, Drop-Off problem and Making Chopppers stay put.
« Reply #6 on: 04 Oct 2005, 16:04:40 »
Doesn't matter, the gunships move in towards the end of the mission - no saving.
So I just put "Gunship disableAI "Move"  in the final waypoint?
Whats  disableAI "Target" for?
Sorry if it sounds stupid ... bare with me.
« Last Edit: 04 Oct 2005, 16:11:03 by GreenPea »