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Author Topic: Waypont to waypoint level helicpoter flight  (Read 774 times)

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Offline Calamity

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Waypont to waypoint level helicpoter flight
« on: 03 Feb 2003, 05:55:50 »
Hey,
This ones bugged me for a while but I always just ignored it. Searching the site yealded no results, so I figured I 'd ask.
I am working a mission where the player flies an attack chopper and "escorts" a troop flight to their LZ. The waypoints all work out but as the AI pilots move to each waypont, they flare, climb in altitude, decrease altitude, them move on to the next waypoint. I'm sure you've all seen it too. How do I stop it?
I am giving the player and troop flight a very specific flight path that skirts some AA sites. Doesn't do much good when the transports climb to 1,500 feet for all the world to see and shoot at!

Nevres

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Re:Waypont to waypoint level helicpoter flight
« Reply #1 on: 03 Feb 2003, 08:01:06 »
amen to that! i also have that problem
(sorry if i couldnt be of any help)

Offline macguba

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Re:Waypont to waypoint level helicpoter flight
« Reply #2 on: 03 Feb 2003, 10:14:29 »
I don't know the real answer (if there is one) but there may be a workaround..... dispense with waypoints for that part of the mission and user markers instead.     Use a wee script to instruct the choppers to go to a sequence of markers (which of course will be made invisible in init.sqs) following the route you want.    The command is doMove I think, check out the command ref guide.

I haven't tried this with choppers so I don't know if it will actually solve the flaring problem.  Worth a try though.
Plenty of reviewed ArmA missions for you to play

Offline Noon416

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Re:Waypont to waypoint level helicpoter flight
« Reply #3 on: 03 Feb 2003, 11:11:21 »
In my experience, "flyinheight" works well if placed in every waypoint init, but only if it is a Move waypoint.

Anything other type, and we're back to square one.
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Offline Calamity

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Re:Waypont to waypoint level helicpoter flight
« Reply #4 on: 03 Feb 2003, 21:51:51 »
Well,
All the Waypoints to the LZ are of the MOVE type. I will try the "FLYINHIGHT" command at each as you suggest. Perhaps if that works I'll use one of the many "Fast LZ drop off" scripts I've seen on the sight.
I'm trying to get this ready for my Little Bro who's stationed at Bagram Air base in Afghanistan. He's an army grunt and likes realistic "Fly Boy" missions when he gets back from a day in the field blowing up Taliban left overs. That flare really kills the "realism" part of the exercise!

« Last Edit: 03 Feb 2003, 21:56:09 by Calamity »

Offline Noon416

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Re:Waypont to waypoint level helicpoter flight
« Reply #5 on: 03 Feb 2003, 23:15:56 »
I had some fun last night and tested it under 1.91.
It works a treat using  flyinheight 5 ... or lower ;)

Nothing more impressive than a couple of Hinds racing along at full speed between the trees a few feet off the deck. ;D

Just bear in mind that with this method, the helo still slows slightly at each waypoint, but does not flare or stop.
So the less waypoints the better, as always. :)
"If a man talks in the woods and no woman hears him, is he still wrong?"