> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_ReconTeam"] execVM "scripts\HeliSupportLanding.sqf"; You signed in with another tab or window. . remoteExec ["hint"]; if (!alive helo) exitWith {}; It would be great if it could be found or even recreated. Example call: [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; RYD_HAS_clickedPos - a position to touch down at, 2 - miss spot tolerance (if above this number of meters, will adjust horizontal positioning along with altitude. The second custom argument determines the classname of magazine to be loaded. 2. By default, the gunner will fire as fast as possible until he is out of ammo or reaches 100 rounds fired, at which point the squad will move to the next waypoint. Sure, I can see it tomorrow. Disable whomever gets the action until the heli is destroyed or the insertion is complete. }else{ Commands related to units stamina and fatigue. When placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. _insertionWp3 setWaypointType "MOVE"; ARMA 3 - MISSION EDITING & SCRIPTING Heli Transport script Sign in to follow this Followers 3 Heli Transport script By 1para {god-father}, April 24, 2018 in ARMA 3 - MISSION EDITING & SCRIPTING 1para {god-father} Thread Starter Warrant Officer Member 105 2047 posts Joined: July 30, 2010 Posted April 24, 2018 Introduced in Arma 3, makes group loiter around a position. Follow its given on-screen instructions. But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Thats a way to do it, but with the script you are more flexible. Note that Guarded By can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll "attack" there if they have their Guard waypoints. //_insertWp setWaypointStatements ["true", "if (daytime >= 0 && daytime <= 6 ) then {""Deploy IR gernade!"" oh ok that's good to hear. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again. Note only two groups can join at a single Join waypoint. If you want the pilots to die on impact do this: Create a trigger and the set trigger owner to the heli, set the type: none, activation: owner only and activation type: present Then in the condition field put: this and isTouchingGround Heli_01; and in the On Activation field: https://github.com/xv/Arma-III-Heli-Extraction. //pickup Place markers on map from editor to identify waypoints for heli and infantry routes. For example you can do it with a smoke trigger and so on. I also do not play Arma online, so I will not be working on this personally. supply or fuel truck). Thanks so much!!! The helicopter is completely dependent on the player's faction and side. The compatibility status with Advanced Combat Environment 3 (ACE 3) mod is unknown as of 27/7/2019. The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. InsertionHeli setBehaviour "CARELESS"; It will hover too high in the air to safely disembark. "Pilot: Deploy IR gernade!" They will normally also attack the spotted enemy on the way. Place a invisible helipad where you want your helicopter to land, then place a marker (best works the system marker because it doesnt show on the map) on it. Three U.S. Army soldiers who died when two helicopters collided in Alaska while returning from a training mission have been identified.. Chief Warrant Officer 3 Christopher Robert Eramo, 39, of . All commands related to roads and airports. Only available for groups on the Game Logic side. To make AI hunt down a known target, you need to setCombatMode to "RED". It should be called constantly (say in the waitUntil loop with 0.1 sleep or maybe even per frame, although that may be too fast) till heli is and as long should stay "landed". I will test this later. waituntil {mapclick or ! Upon landing, the engines will remain on. If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). Ill share it when I get to it (at work). if (not alive _host) exitwith { "; Hello gentlemen I never meant this to be rude insulting or to turn into something. See. The Condition is Code that determines whether the waypoint is completed. Basically, the guards will try to have a group hovering over every trigger at all times, starting from the first one placed and ending with the last. The group will move to the waypoint, and then disembark from any vehicles its members are in. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed. _insertionWp1 = InsertionHeli addWaypoint [pos, 0]; Spawn a support helicopter that will unload or paradrop (if no suitable location found) troop on wanted location. _rtb = player addAction [", " ,{ Have fun with it. One of my pet peeves is when somebody asks for help and gets it and never replies back or if someone has an issues and find some solution but never post it for everyone to see or somebody says they have something that'the main conversation of a thread and they don't share it lol good day gentleman this was not a criticism just an observation for enlightenment Avibird. Valve Corporation. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint. You signed in with another tab or window. Wherever possible, please keep it as it is. Sending PM. If not, the script will give you a throwable smoke grenade or IR strobe depending on whether it's day or night time. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. - Routes for helicopter placed on map from editor, - Units, once landed, can move to specific waypoints route, - Heli can flies away to a cancellation marker on map or stay in landing position, - Multiple helicopters and units transportation, - Selection of random routes, heli and units. Commands related to in-game time or system time. You will not be able to request another one, however. InsertionHeli setBehaviour "CARELESS"; Commands used to debug performance such as finding slow scripts. AI Landing by Heli is free for use. It will only work with AI. darrent, June 30, 2020 in ARMA 3 - MISSION EDITING & SCRIPTING. You select wither insertion or land (if insertion wait until heli stops of insertion point and toss ropes. Powered by Invision Community, "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target and (_target distance getMarkerPos ''safezone'') >= 250']],"addAction",true,true,false] call BIS_fnc_MP; _player removeaction _id; //_caller groupchat "Request Cancelled"; You can easily create movement patterns for squads and set drop-off points with a lot of blueprints! Commands that are used to work with flags. 1. add this to initplayerlocal Units in crew positions will not disembark. The group's leader will speak the given Voice phrase, complete with lip movements. ********************************************************************/ //Go to location wait for signal If the Get Out waypoint is placed on an object, the group will move to the location of that object at the instant the Get Out waypoint becomes its current waypoint, then disembark as normal. so i tried doing this and it didnt work can you please explain in more detail, hey have you noticed that this discussion kinda ended three years ago. If I remember correctly, the internal communication between Guard groups isn't always the best. However, if you can get around the new commands, it can be ported easily. maker. - Some helicopter classes do have troubles to take off. dub_showActions = false; //_insertWp setWaypointLoiterRadius 50; The group will move to the waypoint, and then be dismissed. //_caller groupchat "Once we land, load up quickly"; Commands related to an unit's inventory. /****************************************MENU***************************************/ The first custom argument determines the total number of rounds to be fired (allowing magazine reloads). ["Land", [3], "", -5, [["expression", "_thread = 2 spawn dub_fnc_Land ;"]], "1", "1"] It can arrive from any direction. In short, the CYCLE waypoint is just an instruction to the unit to go back to the starting position. Behaviour is the same for both situations - the group will move to the waypoint, then the leader will move about to search the immediate area with his group trying to keep up. The heli does everything I want but land. . Customize the look of dialogs and menus in the game. It's not magic and it won't keep you locked over a landmark. Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). All I want is a fast landing when player is flying in to the Mission area at the start of the game, so my plan was to make the heli make a fast handing and then shut off engine, I was thinking about putting it inside ACT in trigger so when the heli comes inside it starts to decent and land, at the marker that is placed on map. They will act according to their normal rules of engagement. So you can for instance have a single Guarded By trigger in a base, with three or four groups standing by in the forest some distance off; as soon as the group guarding the base gets killed or chased off, ONE of the other groups will start to move in; once that one is destroyed or chased off, another group will start moving etc. The script was originally written for Arma II, but moved to Arma III as Arma II's community started fading away due to the release of a new Arma game. Also, as mentioned: the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed. But what they are doing is far more complicated, with all the separate vehicle parts and new physics engine. Is it possible to share also this thedubl ? missionNamespace setVariable [_vehName, (_veh select 0)]; For instance if you make a front line, put the main 'Guarded by' trigger at the Player's position (the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their "own" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Well, that's a bit more tricky, because in that case you need to "glue together" scripted enforced descent with native AI landing behavior. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. Is used in combination with the Effects button at the bottom of the Waypoints menu. if (_vehName != "") then { Note: createVehicleCrew breaks this functionality. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). If you want to go in low, set the flying tincan down, have your mates jump out and lift of in under 20 seconds, you better invest a few month. _insertWp = InsertionHeli addWaypoint [_arrivePos, 0]; The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying). Crust Evasion Size, Paul Hogan Grandchildren, Articles A
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arma 3 helicopter landing script

_insertWp setWaypointSpeed "LIMITED"; //Add rtb addaction hint "Pilot: Once everyone is out, use the Order HELO RTB to order us home! Archived post. If the group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint. onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. The CYCLE waypoint can be placed anywhere on the map, the unit will ignore its position. "; To review, open the file in an editor that reveals hidden Unicode characters. If the waypoint is placed upon an empty vehicle and the group already has enough vehicle spaces to fit the entire group, the group leader only will board and drive the new vehicle, while any foot units will board the group's original vehicle(s). This waypoint type works best when it is attached to an object. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. In Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded. //monitor Commands that are used to get information about mods and addons. The OnActivation is Code that is executed on Condition's completion. The pilot is ai but in players group, but I guess it doesn't matter. At this time, the waiting group will proceed to the location where support was called for, disembark from any vehicles is possesses and wait for the supported group to declare "Support Done" before continuing to wait to respond to any further calls for support from their new location. hint "Command: Select insertion point. Reddit and its partners use cookies and similar technologies to provide you with a better experience. In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3. Place that where you want the helicopter to land precisely. SLING LOADING [ I can send you the script I use, but I'm currently not on my computer so wait like 12h pls. Voila. In order to retrieve a unit's or vehicle's weapon see. _heliPos = [(getPos player select 0)+1000,(getPos player select 1)+random 1000,(getPos player select 2)+300]; Then place down one or several groups with a single Guard waypoint. 1:44Getting started 2:46Step 1: The approach 4:14Step 2: The balanced state 5:10Step 3: The bleed flare 7:18The Scissoring Technique 7:49_________________________________________________________________Other Important Links:My Mouse Settings and Raw Keybindings/Controls: https://pastebin.com/zjJCLsNXAutorotation Arma 3 Practise Missions to learn with: https://steamcommunity.com/workshop/filedetails/?id=725887530TRACK IR Info: https://www.naturalpoint.com/trackir/ARMA FOV Changer: http://www.armaholic.com/page.php?id=21179Dslyecxi's Channel + Art of Flight series: https://www.youtube.com/user/Dslyecxi https://www.youtube.com/playlist?list=PLQEd6zRLOafVn1SweJmdr-3ICqI885awY_________________________________________________________________P.S. _insertionWp1 setWaypointSpeed "FULL"; You can supply specific class for troop if you want. (THE BLEED FLARE) CallMehTOMMEH 15.7K subscribers Subscribe 99K views 3 years ago DESCRIPTION Totally not. Placing a single CYCLE waypoint will do nothing, at least one MOVE waypoint has to be placed to start with. dub_fnc_rtb = { Commands that are specific to Multiplayer games. The group will not travel to the actual. Then put a land waypoint roughly where you want the heli to land. tab - Search for Helipad (invisible). Attach and detach ropes to objects, slingload and drop them. needs to be MP - I did have one a long time ago throw smoke it lands and takes you where you need to go but cannot find it anymore :(, Need it to transport players around if no pilot is on. remoteExec ["hint"]; sleep 2; Put the exact marker name in the script (Where "Waypoint 1" is). You can get this by changing RYD_FastLand this way: Set condition of the first trigger to "this" and remove second trigger. What makes this script different than any other extraction script ever released for the Arma series is that it applies a bit more realism and complexity. If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the cycle waypoint. . "; sleep 2; A tag already exists with the provided branch name. setup: _insertionWp1 setWaypointCompletionRadius 10; 2 or more triggers - the Guard groups closest to each trigger move in to secure it. Can be inserted by fastrope or landing. Script will try to autodetect right side if not provided (set to nil). been away from the game for a few yrs,forgotten loads of it.wondered if any 1 had cracked the secret of quick landings yet, Yes it's quite slow landing compared to real combat landings, so no ones cracked the code for quick ai landings yet then i had hoped the unitcapture/unitplay would solve it, but 7 hrs in and it still wont work.. slow landings it is then. Default is 100. Utilizes BIS_fnc_wpLand. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). The Sentinel was designed primarily as a reconnaissance platform, but can also perform precision ground attacks. _insertionWp setWaypointSpeed "LIMITED"; Groups: Unit Control Syntax Syntax: helicopter land mode Parameters: helicopter: Object mode: String - can be one of: "LAND" - Complete stop "GET IN" - Hovering very low, for another unit to get in "GET OUT" - Hovering low, for another unit to get out 1.00 "NONE" - Cancel a landing Return Value: The syntax of this script is no logner compatible with previous titles since it makes use of commands that were introduced in Arma III. After the helicopter lands at the extraction zone, it will not wait forever to be boarded. Same as Condition: A waypoint's type will define what the group is to do when the waypoint becomes active. "";"]; _insertionWp2 setWaypointFormation "COLUMN"; Privacy Policy. "; ), but by the time the original guard group has turned around, another group might already be closing in, starting another little "race". While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged. Give the helicopter a waypoint to land somewhere (I reccomend you put a invisible helipad there just to be sure) and then set the next waypoint as "TRANSPORT UNLOAD", As an alternative i recommend Achilles/Ares for Zeus missions, if that is what you are looking for. At that point, the group will proceed to their next waypoint. When the Join waypoint is spatial, the group will treat it as a Move type waypoint. FEATURES CONTENT ADVANCED FDM Opt into the alternative flight dynamics model powered by RotorLib for all official Arma 3 helicopters. The search will attempt to visually check all locations within the search range, so a search inside a city will take far longer than a search in an empty field. It will stop and hover, but not land. You will be able to leave a comment after signing in, Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. openMap false; _wp setWaypointType "TR UNLOAD"; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. Found the solution just had to change this. if not, set to configNull. }; Place this code in folder called "scripts" and name it "insertion.sqf", 3. place a default marker anywhere on the map called "transportdelete". InsertionHeli = createGroup WEST; sleep 5; private _lz = "Land_HelipadEmpty_F" createVehicle _lzpos; _host removeaction _id; Default is true. it will return back to its starting position then repeat the cycle endlessly. Develop code to bring the helicopter down to the ground regardless of where it is when the timer reaches zero. hint "Pilot: Once we land, load up quickly"; Name the marker whatever you want. If the script detects that your player unit belongs to a CUP or RHS faction, the extraction helicopter will be part of the said faction. Example from HAS context (no for standalone usage! It will hover too high in the air to safely disembark. I'm doing so in Hermes Airlift Services script using this function: Not 100% realistic in terms of aerodynamics, but IMO tolerable. In this case, a Transport Unload waypoint should be used. If the waypoint is not in range, the squad will move to the next waypoint. been there done that 7hrs later no dice, just will not work, followed to the letter. wait until all is in the heli to click the map. _insertWp setWaypointFormation "COLUMN"; This waypoint type will cause the group to stay at this position indefinitely. Now make the northern and southern fortifications weak, and suddenly you might find yourself flanked. Arma 3 Orders coming down from up top brass have called for all Arma 3 helicopter crew to hand in their grenades, leading some to predict we may see a spike in Serenity-like situations. Over and out! Hummingbird with CSAT units near player position: _null = [getPos player, "hummingbird", east, configNull] execVM "scripts\HeliSupportLanding.sqf"; Huron that paradrop a BLUFOR squad near player position and follow waypoints set to unit named 'paradropWaypointStorage': _null = [getPos player, "huron", nil, configNull,true,true,grpNull,paradropWaypointStorage] execVM "scripts\HeliSupportLanding.sqf"; Civil M-900 with BLUFOR Recon team on Resistance side near player position: _null = [getPos player, "C_Heli_Light_01_civil_F", resistance, configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_ReconTeam"] execVM "scripts\HeliSupportLanding.sqf"; You signed in with another tab or window. . remoteExec ["hint"]; if (!alive helo) exitWith {}; It would be great if it could be found or even recreated. Example call: [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; RYD_HAS_clickedPos - a position to touch down at, 2 - miss spot tolerance (if above this number of meters, will adjust horizontal positioning along with altitude. The second custom argument determines the classname of magazine to be loaded. 2. By default, the gunner will fire as fast as possible until he is out of ammo or reaches 100 rounds fired, at which point the squad will move to the next waypoint. Sure, I can see it tomorrow. Disable whomever gets the action until the heli is destroyed or the insertion is complete. }else{ Commands related to units stamina and fatigue. When placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. _insertionWp3 setWaypointType "MOVE"; ARMA 3 - MISSION EDITING & SCRIPTING Heli Transport script Sign in to follow this Followers 3 Heli Transport script By 1para {god-father}, April 24, 2018 in ARMA 3 - MISSION EDITING & SCRIPTING 1para {god-father} Thread Starter Warrant Officer Member 105 2047 posts Joined: July 30, 2010 Posted April 24, 2018 Introduced in Arma 3, makes group loiter around a position. Follow its given on-screen instructions. But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Thats a way to do it, but with the script you are more flexible. Note that Guarded By can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll "attack" there if they have their Guard waypoints. //_insertWp setWaypointStatements ["true", "if (daytime >= 0 && daytime <= 6 ) then {""Deploy IR gernade!"" oh ok that's good to hear. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again. Note only two groups can join at a single Join waypoint. If you want the pilots to die on impact do this: Create a trigger and the set trigger owner to the heli, set the type: none, activation: owner only and activation type: present Then in the condition field put: this and isTouchingGround Heli_01; and in the On Activation field: https://github.com/xv/Arma-III-Heli-Extraction. //pickup Place markers on map from editor to identify waypoints for heli and infantry routes. For example you can do it with a smoke trigger and so on. I also do not play Arma online, so I will not be working on this personally. supply or fuel truck). Thanks so much!!! The helicopter is completely dependent on the player's faction and side. The compatibility status with Advanced Combat Environment 3 (ACE 3) mod is unknown as of 27/7/2019. The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. InsertionHeli setBehaviour "CARELESS"; It will hover too high in the air to safely disembark. "Pilot: Deploy IR gernade!" They will normally also attack the spotted enemy on the way. Place a invisible helipad where you want your helicopter to land, then place a marker (best works the system marker because it doesnt show on the map) on it. Three U.S. Army soldiers who died when two helicopters collided in Alaska while returning from a training mission have been identified.. Chief Warrant Officer 3 Christopher Robert Eramo, 39, of . All commands related to roads and airports. Only available for groups on the Game Logic side. To make AI hunt down a known target, you need to setCombatMode to "RED". It should be called constantly (say in the waitUntil loop with 0.1 sleep or maybe even per frame, although that may be too fast) till heli is and as long should stay "landed". I will test this later. waituntil {mapclick or ! Upon landing, the engines will remain on. If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). Ill share it when I get to it (at work). if (not alive _host) exitwith { "; Hello gentlemen I never meant this to be rude insulting or to turn into something. See. The Condition is Code that determines whether the waypoint is completed. Basically, the guards will try to have a group hovering over every trigger at all times, starting from the first one placed and ending with the last. The group will move to the waypoint, and then disembark from any vehicles its members are in. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed. _insertionWp1 = InsertionHeli addWaypoint [pos, 0]; Spawn a support helicopter that will unload or paradrop (if no suitable location found) troop on wanted location. _rtb = player addAction [", " ,{ Have fun with it. One of my pet peeves is when somebody asks for help and gets it and never replies back or if someone has an issues and find some solution but never post it for everyone to see or somebody says they have something that'the main conversation of a thread and they don't share it lol good day gentleman this was not a criticism just an observation for enlightenment Avibird. Valve Corporation. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint. You signed in with another tab or window. Wherever possible, please keep it as it is. Sending PM. If not, the script will give you a throwable smoke grenade or IR strobe depending on whether it's day or night time. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. - Routes for helicopter placed on map from editor, - Units, once landed, can move to specific waypoints route, - Heli can flies away to a cancellation marker on map or stay in landing position, - Multiple helicopters and units transportation, - Selection of random routes, heli and units. Commands related to in-game time or system time. You will not be able to request another one, however. InsertionHeli setBehaviour "CARELESS"; Commands used to debug performance such as finding slow scripts. AI Landing by Heli is free for use. It will only work with AI. darrent, June 30, 2020 in ARMA 3 - MISSION EDITING & SCRIPTING. You select wither insertion or land (if insertion wait until heli stops of insertion point and toss ropes. Powered by Invision Community, "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target and (_target distance getMarkerPos ''safezone'') >= 250']],"addAction",true,true,false] call BIS_fnc_MP; _player removeaction _id; //_caller groupchat "Request Cancelled"; You can easily create movement patterns for squads and set drop-off points with a lot of blueprints! Commands that are used to work with flags. 1. add this to initplayerlocal Units in crew positions will not disembark. The group's leader will speak the given Voice phrase, complete with lip movements. ********************************************************************/ //Go to location wait for signal If the Get Out waypoint is placed on an object, the group will move to the location of that object at the instant the Get Out waypoint becomes its current waypoint, then disembark as normal. so i tried doing this and it didnt work can you please explain in more detail, hey have you noticed that this discussion kinda ended three years ago. If I remember correctly, the internal communication between Guard groups isn't always the best. However, if you can get around the new commands, it can be ported easily. maker. - Some helicopter classes do have troubles to take off. dub_showActions = false; //_insertWp setWaypointLoiterRadius 50; The group will move to the waypoint, and then be dismissed. //_caller groupchat "Once we land, load up quickly"; Commands related to an unit's inventory. /****************************************MENU***************************************/ The first custom argument determines the total number of rounds to be fired (allowing magazine reloads). ["Land", [3], "", -5, [["expression", "_thread = 2 spawn dub_fnc_Land ;"]], "1", "1"] It can arrive from any direction. In short, the CYCLE waypoint is just an instruction to the unit to go back to the starting position. Behaviour is the same for both situations - the group will move to the waypoint, then the leader will move about to search the immediate area with his group trying to keep up. The heli does everything I want but land. . Customize the look of dialogs and menus in the game. It's not magic and it won't keep you locked over a landmark. Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). All I want is a fast landing when player is flying in to the Mission area at the start of the game, so my plan was to make the heli make a fast handing and then shut off engine, I was thinking about putting it inside ACT in trigger so when the heli comes inside it starts to decent and land, at the marker that is placed on map. They will act according to their normal rules of engagement. So you can for instance have a single Guarded By trigger in a base, with three or four groups standing by in the forest some distance off; as soon as the group guarding the base gets killed or chased off, ONE of the other groups will start to move in; once that one is destroyed or chased off, another group will start moving etc. The script was originally written for Arma II, but moved to Arma III as Arma II's community started fading away due to the release of a new Arma game. Also, as mentioned: the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed. But what they are doing is far more complicated, with all the separate vehicle parts and new physics engine. Is it possible to share also this thedubl ? missionNamespace setVariable [_vehName, (_veh select 0)]; For instance if you make a front line, put the main 'Guarded by' trigger at the Player's position (the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their "own" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Well, that's a bit more tricky, because in that case you need to "glue together" scripted enforced descent with native AI landing behavior. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. Is used in combination with the Effects button at the bottom of the Waypoints menu. if (_vehName != "") then { Note: createVehicleCrew breaks this functionality. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). If you want to go in low, set the flying tincan down, have your mates jump out and lift of in under 20 seconds, you better invest a few month. _insertWp = InsertionHeli addWaypoint [_arrivePos, 0]; The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying).

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