Well, here we go;
I've made two versions of a spec-ops insertion:
One without addons on desert island
and one addon version on tohnal island:
bas littlebirds
latest deltas (the ones from last week)
soar185
tohnal island
here's the addons reference in the mission.sqm:
"bas_deraJ",
"bas_mh6185",
"bas_weap",
"jam_magazines",
"bas_soar185",
"bis_resistance",
"bas_soarpilots"
OK, what it does;
First the situation:
2 empty choppers (flying)
2 * 2 pilots (pilot/gunner)
2 * 4 men (mounted in cargo of the choppers)
Now the technique:
the pilots are mounted onto the choppers by using:
this moveindriver choppername
this moveingunner choppername
the soldiers are mounted in cargo by using:
"_x moveincargo choppername" forEach units this
in their leaders init fields
:note - both groups and pilots are using the very same
technique and script, so i'll explain it only for one now
The pilots first waypoint is a move waypoint
waypoint 2 is a waypoint of type: scripted (just a few meters
further than the first waypoint).
Into the field: scripted (in the waypoint's menu) i've entered
the name of the script, to be executed by the waypoint:
brf_landing.sqs
The script will execute, once the pilot has reached the previous
waypoint from the waypoint type scripted - so at waypoint
1. The pilot will now listen to the script, and not to any waypoints,
until the script, executed by wp type scripted has finished.
The script tells the pilot to move to the position of the waypoint
type scripted.
After one second the script tells the chopper to fly in a height of 0.5 meters - this will look like the chopper lands (it will even
touch the ground now).
You can play around a little bit here by increasing the one
second delay, and by changing the two waypoints locations
To increase the delay, just look for the line where it says:
~1
You'll find it after the line: _pilot domove _posOnce the flyingheight is below 1 meter, the script will order
everyone inside the chopper to eject and unassign them
from the vehicle, with a delay of 0.2 seconds - except the pilot and the gunner.
If you want to increase/decrease the delay of their unit's
ejections, just watch out for the line, where it says:
~0.2
Once all of them are out, the script will end, and the pilot
will now listen again to the waypoint orders.
Also, once the group has been ejected, they will be told
to get in combat mode behaviour (danger).
OK, that's all
If you want to know more about the variable setup of the
script itself, i would recommend you follow the link above
to my thread about waypoint type scripted, and start reading
through the description there, as it doesn't really make sense for me to type it over and over again
btw - both examples have to be put into your user missions
folder, so that you can have a look yourself onto them, to
play around with them or copy paste into your own mish.
~S~ CD