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Author Topic: Chopper problems.  (Read 518 times)

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Hunter

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Chopper problems.
« on: 08 Feb 2003, 05:25:36 »
Okay im trying to make a mission that starts of with the player(and the team) inside a chopper moving towards an LZ. I used the 'SOLDIER Moveincargo CHOPPER' command and gave the chopper a "Transport Unload" waypoint and the team a "Get Out" one. The only problem is that once it reaches the LZ and goes down to land the player is moved out of the chopper but the rest of the team stays in until they are given a "disembark" order :( Is there anyway to fix this?

Also is there a way to make a chopper land on it's designated waypoint? Cuase mine keeps going abit as they wish. Sometimes even landing some 400m from the landing zone :( (they're moving a "normal" speed settings) I tried giving it a lower altitude(25m) and it landed alittle closer to the LZ(some 100m). Also i dont have OPF:R so i need something that works with CWC/RH.

Offline SickSidewinder

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Re:Chopper problems.
« Reply #1 on: 08 Feb 2003, 05:48:56 »
as for the problem with making all the troops get out when you do, try typing this in the "on activation" field of your choppers land waypoint
'this land "getout"'.  maybe you did this alredy, i dont't know.  As for making it land where you want put in "empty/objects/h (invisible)".  The choppers in the game are programmed to land on h's and with an invisible one, it  works the same,  with out having an H in the middle of nowhere.  For the troops you can try putting "unassign vehicle group this" in the on activation field of the troops' waypoint, but it may make them drop out too high (and I might have my syntax wrong).
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Echo5Hotel

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Re:Chopper problems.
« Reply #2 on: 08 Feb 2003, 06:08:11 »
For the unloading problem, this is the way I do it.  For the landing waypoint's on activation line put:

choppername stop true

Make the waypoint type "transport unload"  (This will work only if the soldiers are not grouped with the helicopter.

Keep the soldiers having the get out waypoint and sync it to the choppers transport unload waypoint then here is the trick to it:

Create a trigger covering both way points and set it up like this (you will need to have each solier named)

Activation: anybody

Present

Type: Switch

Condition:  NOT (solname1 in choppername) AND NOT (solname2 in choppername) AND NOT...etc etc (for all of the soldiers in the group)

On Activation:  choppername stop false

This should make it to where the chopper will not continue along it's way points until all of the soldiers in the group are unloaded from the chopper.

Hope this helps.

Hunter

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Re:Chopper problems.
« Reply #3 on: 08 Feb 2003, 10:22:46 »
The problem is not that the helicopter goes away with the soldiers in it. It does stay until they are all out. The problem is that the soldiers dont exit automaticly when the chopper lands(the player char does exit)

Offline dmakatra

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Re:Chopper problems.
« Reply #4 on: 08 Feb 2003, 10:50:20 »
sync the WPs. Think thatÂ'll do da trick

Offline macguba

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Re:Chopper problems.
« Reply #5 on: 08 Feb 2003, 12:38:44 »
helicopters are a perpetual nightmare.    check out the tutes in the Ed depot - they might help
Plenty of reviewed ArmA missions for you to play

Hunter

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Re:Chopper problems.
« Reply #6 on: 08 Feb 2003, 13:22:57 »
The Waypoints are sync'ed.