arma 3 helicopter landing script

In the case of multiple support groups, the first placed available group will always respond first, irrespective of distance. Im making a mission where a helicopter flyes in and drops you off but i cant make it happen without your troops ejecting before it lands. Note only two groups can join at a single Join waypoint. The second custom argument determines the classname of magazine to be loaded. Helicopter and crew invincibility is optional (enabled by default; can be changed by modifying the script). If the waypoint is not in range, the squad will move to the next waypoint. setup: if (!alive helo) exitWith { _caller removeaction _menu;}; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. i would just had made a trigger and had the heli fly thru it to activate the trigger, that is now put in my small script page. When the Join waypoint is spatial, the group will treat it as a Move type waypoint. If the waypoint is placed on an empty vehicle, as many of the group as possible will board it. Creating a realistic crash where the players do NOT combust. The heli does everything I want but land. 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. It will stop and hover, but not land. Commands that deal with the game as a whole. One note, on a dedicated server when using this with AI controlled Helicopters. Have fun with it. Give the video a rating so I know whether to make more videos like this! }; _monitor = [] spawn { waituntil { sleep 1; (alive helo) && (!alive player)}; {deleteVehicle _x} forEach crew helo + [helo];}; The group will not travel to the actual. Sentinel - The Sentinel is a fifth-generation, state-of-the-art, twin-engine, all-weather tactical Unmanned Combat Aerial Vehicle (UCAV). This waypoint type works best when it is attached to an object. Command Group: AI Behaviour (18 P) Command Group: Animations (27 P) Command Group: Arrays (36 P) Command Group: Artillery (8 P) The support goes beyond non-vanilla helicopters. supply or fuel truck). The group will move to this point or object. Is used in combination with the Effects button at the bottom of the Waypoints menu. _insertionWp3 = InsertionHeli addWaypoint [getMarkerPos "transportdelete", 0]; If there is an empty vehicle in the mission editor within about 50m of the waypoint, the group think that the vehicle will still be available even if it has been completely occupied by enemy forces! Heli Transport script - ARMA 3 - MISSION EDITING & SCRIPTING - Bohemia ai heli making a combat landing - ARMA 3 - MISSION EDITING & SCRIPTING 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. Control radio availability, chat messages and subtitles. InsertionHeli setBehaviour "CARELESS"; A better helicopter extraction script where the spawned helicopter is based on the player's faction and much more. Commands that are used to work with flags. Valve Corporation. Woman found clinging to a log in river in National Park is rescued sleep 1; It will hover too high in the air to safely disembark. Commands that are used to get information about mods and addons. I will test this later. Scripting Commands by Functionality - Bohemia Interactive Community Scripting Commands by Functionality Subcategories This category has the following 72 subcategories, out of 72 total. You still need to put some stuff into eg init.sqf: Then you can control combat landings via triggers, that would execute RYD_FastLand and manipulate RYD_TouchDown to switch the procedure on/off. should work, but does that still make the heli do a lazy slow landing ? This waypoint must be placed on top of a vehicle which can load other vehicles. Only available for groups on the Game Logic side. _caller = _this select 1; [] spawn dub_fnc_rtb; A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. Commands that are specific to Multiplayer games. You signed in with another tab or window. _arrivePos = [( _playerPos select 0)+50,(_playerPos select 1)+100,( _playerPos select 2)]; },[],0,false,true,"",'vehicle player ==_target']; Besides guarding areas marked by "Guarded by" triggers, guarding groups are also ordered to destroy any enemy units that are known to any group of the same side. Example from HAS context (no for standalone usage! If you need the slot for something else, you can change it to whatever you wish. 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. This was a mod made for my unit 1 Mercian, if you like or want to g. Turret Enhanced. The Condition is Code that determines whether the waypoint is completed. Share us with your friends and colleagues. _params = _this select 3; onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; Scan this QR code to download the app now. If the waypoint is placed spatially, the waypoint's behaviour is less predictable. Default is 100. 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. The script has never been tested in an online environment and will most likely not work on as-is basis since it was not designed with multiplayer in mind. IT IS COINCEIVED AND WRITTEN IN ITALIAN. +commented place in script where you can easily write custom script to replace patrolling; landing spot can now be: object/unit, marker, or position array . 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. The Arma 3 Helicopters DLC is supported by a major Arma 3 platform update, which adds a wide variety of new content and features. If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has some vehicles but all vehicles will still not enough to fit the entire group, the leader will order as many troops as possible into both the group's vehicles and the waypoint vehicle. getting them to land is not a problem ,they just take so damn long to land. //_caller groupchat "Wait to pop smoke until we clear the area and in range! I can send you the script I use, but I'm currently not on my computer so wait like 12h pls. Enter the file path/name directly, without any execVM type command or quotation marks, followed by a single argument or multiple arguments within an array. Detailed steps in AILandByHeli_OpenMe.sqf. However, if you can get around the new commands, it can be ported easily. hint "Pilot: Good luck solider! [, , , , , etc.]. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. 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. Spawn a support helicopter that will unload or paradrop (if no suitable location found) troop on wanted location. thus creating a natural and dynamic system of "counter attack" without the need for extensive scripting. _rtb = player addAction [", " ,{ "; I can get the one mentioned above all to work properly but the helo never comes. waituntil { sleep 1; count( _caller nearObjects ["SmokeShell",50])!=0;}; I tried it and everything works except heli never showed up. This waypoint type will change the group's active waypoint to the nearest waypoint other than the group's previous waypoint. Then place down one or several groups with a single Guard waypoint. Could have sworn there was a setting but cannot find it now, anyone have any good ideas? Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Deal with it. The game also replies to your request for support with "Negative" in the system chat if that type of support is not available (e.g. //Go to location wait for signal If a Move waypoint is attached to a building object, the "Position In House" menu option will become available. You'll see an icon showing this in the top left with the other status readouts. 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). ["Land", [3], "", -5, [["expression", "_thread = 2 spawn dub_fnc_Land ;"]], "1", "1"] ]; _heliPos = [(getPos player select 0)+1000,(getPos player select 1)+random 1000,(getPos player select 2)+300]; Landing! The group will move to the waypoint (spatial or object), then any soldiers on foot will board any vehicles the group possesses. Sending PM. _insertionWp setWaypointFormation "COLUMN"; Not tested in MP yet, but it should work without any problems. In Arma 3, this waypoint lets AI helicopters pick up vehicles that their helicopter is capable of lifting. ["Options",true], Everything about the ARMA game series by Bohemia Interactive on reddit! InsertionHeli setBehaviour "CARELESS"; _insertionWp1 setWaypointStatements ["true", "hint ""Pilot: GO! By AI will not take a support group's vulnerability into consideration when requesting support. i just make a waypoint UNLOAD for the helicopter and for the units that are in the chopper a GET OUT waypoint, the heli will land and you can place a move waypoint after that to make the heli take off and move to that location. To make heli land and unload you can do two things , in script: Those codes wont work without modifying for your heli setup. 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. waituntil {mapclick or ! maker. In order to retrieve a unit's or vehicle's weapon see. This waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. Instead, there is a countdown timer that you have to board the helicopter before it zeros out. "; 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. (_veh select 0) setVehicleVarName _vehName; At that point, the group will proceed to their next waypoint. This waypoint type can be used to simulate casual off-duty behaviour. "),{_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; 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. land - Bohemia Interactive Community 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. 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: Found the solution just had to change this. _pickupPos = [( _playerPos select 0)+round(random 10),( _playerPos select 1)+round(random 10),( _playerPos select 2)]; Feel free to contribute your code to this project. They will normally also attack the spotted enemy on the way. chevy c30 crew cab dually for sale aikin newlands valley _veh = [_heliPos, 0, _vehType, InsertionHeli] call BIS_fnc_spawnVehicle; 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; The group will move to the waypoint, and then be dismissed. If the leader is riding in another group's vehicle, the Get Out waypoint will not be considered reached until the leader arrives at it under his own control (i.e., never). Walkable Helicopter Rappelling and Paradropping is a mod that allows players to walk around the interior of helicopters so long as they are not moving left or right or up or down too much. _insertWp setWaypointCompletionRadius 100; Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. You will not be able to request another one, however. The group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark. if not, set to configNull. ArmA 3 Helicopter Landings Guide 101 How to Land Without - YouTube Well, that's a bit more tricky, because in that case you need to "glue together" scripted enforced descent with native AI landing behavior. //PICKUP!!! The group will move to the waypoint and hold position until the group knows enough about an enemy unit to identify which side that belongs to, and that they are capable of attacking. 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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