_insertionWp1 setWaypointType "MOVE"; 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. I offered and said pm me since they have already found one. 1.The loitering behavior while the heli waits for smoke or the ir. remoteExec ["hint"]; spawn chopper { _vehName = _x select 1; hint "Command: Select insertion point. player addEventHandler But what they are doing is far more complicated, with all the separate vehicle parts and new physics engine. If there are only human players, the helicopter will not land. dub_fnc_Land = { **Going to make this spawn multiple helos later. //Once in allow order options If you have comments please use the specific BI forumpage. 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. However once there it would seem there is no way to announce "Support Done". Advanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file. Package includes extremely simple example missions. 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. 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. thus creating a natural and dynamic system of "counter attack" without the need for extensive scripting. You can supply specific class for troop if you want. private _lz = "Land_HelipadEmpty_F" createVehicle _lzpos; By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. mapclick = false; Create a script that uses sprite costumes to make the helicopter appear to rotate. And whole setup with two triggers activated via radio channels: Here it is set really fast (5) to make more prominent, what it is about: TDHandle = [heli1,(player modelToWorld [0,20,0]),0.5,5] spawn RYD_FastLand; [your heli name, landing pos, hovering altitude (will be a bit lower in fact),descent speed multiplier]. 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. All rights reserved. _insertionWp2 setWaypointType "TR UNLOAD"; Cannot retrieve contributors at this time. People just need to have patience. The first custom argument determines the total number of rounds to be fired (allowing magazine reloads). . When the Join waypoint is spatial, the group will treat it as a Move type waypoint. Commands used to manipulate weapons. hint "Pilot: Wait to pop smoke until we clear the area and in range! Everything about the ARMA game series by Bohemia Interactive on reddit! But that's how you do it. "respawn", 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. 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. ]; https://drive.google.com/file/d/11jd59UrT5_HOooWmCYo_gD-1VjscN2z-/view?usp=sharing. However, if you can get around the new commands, it can be ported easily. if (!visibleMap) exitwith { Note that this happens as the waypoint becomes active, rather than when it is reached. If there are only human players, the helicopter will not land. A cycle type waypoint can be used to make the group move in an infinite loop, a great and easy way to create a patrol. Commands related to in-game time or system time. In this case, a Transport Unload waypoint should be used. Many have died and failed to attempt this tricky landing, but in this video, I hope you can come away performing it like a pro!I was feeling really overwhelmed by the amount of support, comments and nice messages I've had after my last video about mental health, so as a thank you to all of you lovely people, I put my studies on hold and set about putting this one together. The group will move to the waypoint (spatial or object), then any soldiers on foot will board any vehicles the group possesses. maker. _pickupPos = [( _playerPos select 0)+round(random 10),( _playerPos select 1)+round(random 10),( _playerPos select 2)]; 3. place a default marker anywhere on the map called "transportdelete" EDIT: Or in editor place invisible helipad and add Transport unload waypoint on top of that. A leader on foot will rarely search more than 50m from the waypoint, while a leader in a helicopter will search up to 300m from the waypoint. 2. "; "; Valve Corporation. Either a switch trigger or script can be used to "break" a group out of a cycle loop. The waypoint is completed when no mines are detected in the search area. To review, open the file in an editor that reveals hidden Unicode characters. Create, enable light sources on vehicles, terrain objects or lightpoints. //monitor "; Landing! Same as Condition: A waypoint's type will define what the group is to do when the waypoint becomes active. }; For example fire at a target or check if weapon is lowered. Upon landing, the engines will remain on. pos = clickpos; once the map is click you most use the new action "Order Pilot". "), {showCommandingMenu "#USER:INSERTIONMENU";}, [], -99, false, true, "", "dub_showActions"]; Created by Alexxxxx. [[player,[("" + ("Transport") + ""),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; 2. This script may or may not fucntion properly when ACE is active. Subscribe today! Here is a list of commands used in the script that were introduced in Arma III: This should be fairly easy for anyone to do. Toss the ropes! AI leaders also tend to request that every single appropriate support group attends them. ************************************************************************************************************/ AI leaders will generally pause to choose a path before they start moving. hint "Pilot: Waiting for orders select a map poistion and use the order pilot action! HELP!!! //_caller groupchat "Wait to pop smoke until we clear the area and in range! #5 sleep 1; In Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded. 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. Many thanks will test it tonight on dedi :), 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. 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. There are many possible combinations of circumstances, each with slightly different effects. Players can't see it and it will force the AI to prioritize that landing site before any others. Placing a single CYCLE waypoint will do nothing, at least one MOVE waypoint has to be placed to start with. They will normally also attack the spotted enemy on the way. FYI - that is not being offensive. If not enough, use brute force. 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!). While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged. ["Options",true], I can help. sleep 5; If additional waypoints are added after CYCLE waypoint, they are ignored. },[],0,false,true,"",'vehicle player ==_target']; _insertionWp2 setWaypointFormation "COLUMN"; Open AILandByHeli_OpenMe.sqf to define parameters for the heli transport and landing. ArmA 3 Helicopter Landings Guide 101 How to Land Without Gaining Altitude! 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. Please note, the heli will find a safe place to land. _playerPos = getPos player; 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. waituntil { sleep 1; (_caller distance helo) <= 250 ; }; //B_IR_Grenade //_caller groupchat "Select insertion point. _insertWp setWaypointType "Move"; Good day gentleman Avibird. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. 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. _host removeaction _id; 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. The group will move to this point or object. ]; /************************************************************************************************************* When the unit reaches the MOVE waypoint preceding the CYCLE waypoint. Also,I dont post scripts for the sake of posting. thedubl If group is inside an aircraft, the aircraft will orbit the waypoint's position with given height and loiter radius. "; ["B_CTRG_Heli_Transport_01_Tropic_F", "helo"] //** heli types B_CTRG_Heli_Transport_01_Tropic_F,B_Heli_Transport_01_camo_F 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). I can send you the script I use, but I'm currently not on my computer so wait like 12h pls. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 1para{god-father}, April 24, 2018 in ARMA 3 - MISSION EDITING & SCRIPTING. If the waypoint is placed on an empty vehicle, as many of the group as possible will board it. You'll see an icon showing this in the top left with the other status readouts. _insertionWp2 setWaypointSpeed "FULL"; 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). 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. _insertionWp setWaypointSpeed "LIMITED"; . "),{_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; Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. If the waypoint is not in range, the squad will move to the next waypoint. The group will move to the waypoint, and then disembark from any vehicles its members are in. // Add it back when you die/respawn. All trademarks are property of their respective owners in the US and other countries. Change "land" to "get in" if you want it to land and keep running. been there done that 7hrs later no dice, just will not work, followed to the letter. it will return back to its starting position then repeat the cycle endlessly. ]; Both the Transport Unload waypoint and Get Out waypoint have to be synchronized with each other. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed. ArmA 3 has an auto-hover function that will slow and stop the helicopter. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Commands to handle variables. Commands used to change a unit's identity such as rank, voice and name. A tag already exists with the provided branch name. _vehType = _x select 0; Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. _insertionWp1 setWaypointFormation "COLUMN"; To make AI hunt down a known target, you need to setCombatMode to "RED". For more information, please see our The heli does everything I want but land. Are you sure you want to create this branch? Commands used to add Event Handlers to GUIs. //_insertWp setWaypointStatements ["true", "if (daytime >= 0 && daytime <= 6 ) then {""Deploy IR gernade!"" Air vehicle will try to land as close as possible at the waypoint location and unload all vehicles in its cargo. See also. Is used in combination with the Effects button at the bottom of the Waypoints menu. Activate it by trigger or Ace self interaction menu (code and details included). Place down one or more Guarded By triggers in, for instance, choke points or bases. There is exacly what you are asking in this mission: http://www.armaholic.com/page.php?id=21816, thanks but that is for SP only and does not work on dedi :(, - 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 :(. //Go to location wait for signal Control radio availability, chat messages and subtitles. In order to retrieve a unit's or vehicle's weapon see. 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. The Condition is Code that determines whether the waypoint is completed. remoteExec [""hint""];};"]; The group's leader will speak the given Voice phrase, complete with lip movements. The COND that the heli have to be within 120 Mtr from the marker is something i had not thought could be a solution. Regular Expression (Regex) commands to manupilate strings. getting them to land is not a problem ,they just take so damn long to land. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire. Place markers on map from editor to identify waypoints for heli and infantry routes. _insertionWp1 setWaypointStatements ["true", "hint ""Pilot: GO! }; It will hover too high in the air to safely disembark. The exact effect this waypoint type has depends on whether it is placed in empty space, attached to a vehicle or a non-vehicle object. _insertionWp1 setWaypointCompletionRadius 10; 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; Wherever possible, please keep it as it is. Only available for groups on the Game Logic side. The spawn position of the helicopter is random. 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". ). The vehicle owning the waypoint will move near the loading vehicle and gets moved into it. 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. The support goes beyond non-vanilla helicopters. Note that the attached unit may have moved on, but the Join waypoint remains at the unit's location when the waypoint became active. If you run a server and/or know what you're doing, go ahead and tinker with the script all you want. 2nd step: Power up the helicopter. After i have played around with your script i found out that if i just make a heli with AI only they don't land on the marker only if i play as one of the Ai it will land any chance i can change something so i can have two helis land in my intro ?? 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. 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. Can be inserted by fastrope or landing. I'm doing so in Hermes Airlift Services script using this function: Not 100% realistic in terms of aerodynamics, but IMO tolerable. /****************************************MENU***************************************/ If you need the slot for something else, you can change it to whatever you wish. Utilizes BIS_fnc_wpArtillery. post id: 7534218733. . UPDATE: I forgot to give rep toozealot111for the fastrope. Reddit and its partners use cookies and similar technologies to provide you with a better experience. This is my neat little helicopter extraction script for Arma III. setup: The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. I can get the one mentioned above all to work properly but the helo never comes. In Arma 3, this waypoint lets AI helicopters drop off vehicles that their helicopter has already sling loaded. _params = _this select 3; //depending on time of dayt requires either ir or smoke If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. Hope it helps you out ;). By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Fyi- my life doesn't revolve around the bis forum. if not, set to configNull. The pilot is ai but in players group, but I guess it doesn't matter. Whether or not the group finds any enemy units appears to have no impact on the search duration or range. 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 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 already has vehicles capable of carrying the entire group, as many units as possible will board the waypoint vehicle and the remainder board the original transport. and I have been watching lots of videos on it. Espaol - Latinoamrica (Spanish - Latin America). Share us with your friends and colleagues. _frc - a number between 0 and 1 - how fast current velocity is turned into target descent velocity (smoothness). Tested in SP. //**********************************open map and get pos*************************** +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 . This waypoint type will execute the Script File that is in the Script box on the bottom of the waypoints screen. _insertionWp1 setWaypointSpeed "FULL"; These scripting commands work in render time scope rather than simulation time scope. Well, that's a bit more tricky, because in that case you need to "glue together" scripted enforced descent with native AI landing behavior. _insertionWp2 = InsertionHeli addWaypoint [pos, 0]; Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). 1 trigger - the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. It would be great if it could be found or even recreated. If the waypoint is too far away or a valid path cannot be found, the group may never reach the waypoint. had to ditch my script because of that. All commands related to roads and airports. The exact size of the area searched is limited to the leader's expected travel time. SLING LOADING Preparing to land! Helicopters will land on the closest helipad within 500 metres of the waypoint. 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. The group will not travel to the actual. Commands that are used to work with flags. //PICKUP!!! RYD_HAS_AutoGuideB = { if (RYD_TI_ControlTI) exitWith {}; params ["_heli","_lvl","_var","_refPos","_tol","_vMpl","_frc"]; private _vel = velocity RYD_HAS_Chopper; private _lvl2 = (getPos RYD_HAS_Chopper) select 2; private _vel0 = random ((random (2 * _var)) - _var); private _vel1 = random ((random (2 * _var)) - _var); private _vel2 = random ((random (2 * _var)) - _var); private _dst = _heli distance2D _refPos; if (_dst > _tol) then { private _vect = (position _heli) vectorFromTo _refPos; private _spd = ((_dst - 1) max 1) min 10; _vel0 = _vel0 + ((_vect select 0) * _spd * _vMpl); _vel1 = _vel1 + ((_vect select 1) * _spd * _vMpl); }; _heli setVelocity [((_vel select 0) * _frc) + (_vel0 * (1 - _frc)),((_vel select 1) * _frc) + (_vel1 * (1 - _frc)),((_vel select 2) * _frc) + ((_vel2 + ((((_lvl - _lvl2) max (-(_lvl2 * 0.5) max (-2 min -((_lvl2^0.6)/3)))) min (((_vel select 2) max 0) * 1.1)) * _vMpl)) * (1 - _frc))] }; _frc = 0.9; waitUntil { sleep 0.1; _alive = (alive RYD_HAS_Chopper) and {(canMove RYD_HAS_Chopper)}; if not (_alive) exitWith {true}; if not ([] call RYD_HAS_ifChopperReady) exitWith {_unable = true;true}; if (RYD_HAS_FastRoping) then { [RYD_HAS_Chopper,_minLvl,0,RYD_HAS_clickedPos,2,1] call RYD_HAS_AutoGuide; } else { [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; _frc = (_frc - 0.025) max 0; }; ((((getPos RYD_HAS_Chopper) select 2) < (_minLvl * 1.1)) and {((RYD_HAS_Chopper distance2D RYD_HAS_clickedPos) < 4)}) }; After few adaptations.
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