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Author Topic: Helicopter transport unload:height problem  (Read 825 times)

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Offline Terame

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Helicopter transport unload:height problem
« on: 21 May 2003, 14:20:46 »
Well there I was patting myself on the back for having a low level flight path for 4 littlebirds comming in to drop off their cargo. Two return home; two act as spotters.

Problem...
I have set the flyinheight 8, but when they prepare to unload all the choppers increase to an altitude of around 50m before setting down.

I have tried adding an extra waypoint to slow the chopers down just prior to landing, still no go.

Also once they drop their units off I need two of them to act as spotters, but they maintain their 8m altitude set when first created. How do I tell them to change height for the last waypoint.


Thanks guys!  ;D
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Iwesshome

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Re:Helicopter transport unload:height problem
« Reply #1 on: 21 May 2003, 14:26:48 »
This is an example but do you have something like this?

Helicopter

Move (Helo1 flyinheight 20)
Move
Move
(Helo1 Flyinheight 8)
Transport Unload (sync)
Move (Helo1 flyinheight 20)
Move
Cycle


Group

Get In
Get Out
(sync)
Move

What is the speed set on the helo's? Sounds like you are coming in full speed! There is also a script in the editors depot that allows the helo's to be force to land in a realistic way.

IW
« Last Edit: 21 May 2003, 14:29:01 by Iwesshome »

Offline Terame

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Re:Helicopter transport unload:height problem
« Reply #2 on: 21 May 2003, 15:06:53 »
This is an example but do you have something like this?

Helicopter

Move (Helo1 flyinheight 20)
Move
Move
(Helo1 Flyinheight 8)
Transport Unload (sync)
Move (Helo1 flyinheight 20)
Move
Cycle


Group

Get In
Get Out
(sync)
Move
Yes very similar
Quote
What is the speed set on the helo's? Sounds like you are coming in full speed!
Speed "Normal" and like I said I even reduced it doen to "Limited" for the last 100 m or so :(
Quote
There is also a script in the editors depot that allows the helo's to be force to land in a realistic way.
EXCELLENT! I'll take a look at the script thanks!
Quote
IW
You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Iwesshome

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Re:Helicopter transport unload:height problem
« Reply #3 on: 21 May 2003, 15:20:48 »
Problem...
I have set the flyinheight 8, but when they prepare to unload all the choppers increase to an altitude of around 50m before setting down.

That 50m problem is throwing me.... I have only seen three things that have done it to me in the past.

1. Speed (Not an issue you stated)
2. Objects (Anything in your flight path?)
3. Trigger or waypoint with the wrong height setting

Make it 4...

4. Stupid helo AI
« Last Edit: 21 May 2003, 15:21:12 by Iwesshome »

Offline Terame

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Re:Helicopter transport unload:height problem
« Reply #4 on: 21 May 2003, 15:26:03 »
That 50m problem is throwing me.... I have only seen three things that have done it to me in the past.
Quote
1. Speed (Not an issue you stated)
I might try a longer slow down period - say 300 m Although it's going to start looking very stupid them crawling in at walking pace LOL
Quote
2. Objects (Anything in your flight path?)
No I've even tried them in clear desert no difference :(
Quote
3. Trigger or waypoint with the wrong height setting
I'll try setting all for 8 until the last one (after the unload) and see if that makes a difference
Quote
Make it 4...

4. Stupid helo AI
LOL I hear you there!
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ARVN Marvin

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Re:Helicopter transport unload:height problem
« Reply #5 on: 21 May 2003, 20:19:43 »
 :D
I've found this works really well for me when using the Littlebirds. I'm not sure how it would fit into your situation though...sounds like you may have tried this already anyway.

I place a WP right befor the Land WP and I set the speed to "Limited", the combat mode to "careless" and set the height (again) to whatever I want.
I then make the land WP with the same speed and combat mode, then a 3rd WP after the land WP and set the speed, combat mode, and height back to normal.

I'm not the brightest bulb so I think of it like this: one WP to slow her down, remove the fraction of intelligence the AI has, and set the height.
One WP to Land the bird.
Then a 3rd WP to bring everything back to normal.
Honestly, I haven't had any problems with this method (unless the H pad is blocked by something(one))

 ;D

my2cents = this

Offline Terame

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Re:Helicopter transport unload:height problem
« Reply #6 on: 22 May 2003, 02:05:21 »
Aaaaaah! Sorry had to be said, sounded like a great idea in theory but in practise they now take a dog's year to land :(

Thanks for the attempt though, any thoughts are welcome.

Loks like I'll have to get my head around the script in the editor's section, so far it's confusing the hell out of me, but I'll keep hitting my headagainst the wall, er trying ways to use the script ;)

:D
I've found this works really well for me when using the Littlebirds. I'm not sure how it would fit into your situation though...sounds like you may have tried this already anyway.

I place a WP right befor the Land WP and I set the speed to "Limited", the combat mode to "careless" and set the height (again) to whatever I want.
I then make the land WP with the same speed and combat mode, then a 3rd WP after the land WP and set the speed, combat mode, and height back to normal.

I'm not the brightest bulb so I think of it like this: one WP to slow her down, remove the fraction of intelligence the AI has, and set the height.
One WP to Land the bird.
Then a 3rd WP to bring everything back to normal.
Honestly, I haven't had any problems with this method (unless the H pad is blocked by something(one))

 ;D

my2cents = this

You can travel to infinity though the endless passages of the cosmos. Even
better this belongs to you. This is your mind

Cpt. FrostBite

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Re:Helicopter transport unload:height problem
« Reply #7 on: 22 May 2003, 12:25:58 »
look for the landing script in snypers SP/MP support pack.