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#1 Posted at 2013-03-05 09:57        
     
Hello All,

I have a problem with units who shall get in the chopper and out. I taked waypoints of the balota airfield (chernarus) on the firestation. There shall units get out. They do that without problems. But no i want to change my vehicle fly on the other side of the airfield and pick there some other units up. But they allways go in my old chopper 500m away. How can I make that the units go in my "new" chopper.

The units run a soooo long way. I taked on the ground a "H" place and there I wanna pick them up but they run always if they see me. How can I make, that they wait on the "H". I only want that they get in my chopper if iam at the "H" on the ground.

I hope you could understand my bad english^^.

thanks for all answers.
Shuuichi

first game with zeroing, yes!

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#2 Posted at 2013-03-05 13:37        
     
The solution is to name the helicopters and then issue specific assignAsCargo commands that reference the named helicopter that they need to get into.

BIS Wiki: assignAsCargo

To make them wait with boarding the helicopter one would use a condition that checks the distance between the "H" and the named helicopter so only if the chopper is indeed on or near the helipad the units will start to board.

Regards,

Sander


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#3 Posted at 2013-03-05 15:40        
     
hey, thank you for you fast answer but iam a noob at the ArmA 2 Editor and don't know where i shall write the syntax in? By the Unit or by the vehicle or the waypoint?
And do you know the syntax for checking the distance?
A simple guide will be nice ;).
Thanks

Added 17 hours 28 minutes later:

Ok I wrote the syntax in the waypoint and it works.


But the load waypoint don't works if I don't synchronize the waypoints. But if I synchronize the soldier don't go into the vehicle.... ARGGGH.

need help please^^.

Added 1 hour 55 minutes later:

ok all working, but need the syntax for staying in, if iam landing on the "H".
thanks.

This post was edited by Shuuichi (2013-03-06 11:05, ago)

first game with zeroing, yes!

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#4 Posted at 2013-03-06 17:39        
     
BIS Wiki: distance

Name your second helicopter, for example aHelicopter, and name the "H", for example aHelipad, then create a trigger with the condition:

(aHelicopter distance aHelipad < 5)

And on activation:

soldier assignAsCargo aHelicopter; [soldier] orderGetIn true;

ok all working, but need the syntax for staying in, if iam landing on the "H".
thanks.

It is not entirely clear what the exact question is, who needs to stay in what?

Regards,

Sander

This post was edited by Sander (2013-03-07 06:42, ago)


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#5 Posted at 2013-03-07 17:15        
     
Hey ok, nothing works anymore -.-.

I have everytime a waypoint on the "start H" with getIn
I have a Trigger over the units and the "Landing H" with this settings:

The name of the landing Chopper is "Huey_1"
The name of the "landing H" is "H_Huey_1"

GetIn_Huey_1 shall be a vriable for "if the trigger is true, activate this waypoint"
But the units only stay on the H. Iam landing the chopper exact on the H but they units only stay there and wait.
Need help^^

PS: mods: ACE2, Remington Weapon Pack, Huey skin, C47 skin; All my units are BLUFOR
PS2: This is the first waypoint. No chopper change or something like that. The easiest thing. But if this don't work, then with chopper change it doesn't work too
thanks

This post was edited by Shuuichi (2013-03-07 17:25, ago)

first game with zeroing, yes!

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#6 Posted at 2013-03-08 07:12        
     
You are on the right track, but some adjustments would be needed. The condition syntax for the waypoint should be:

(GetIn_Huey_1 == true);

Use of parentheses is good practice for conditions to be checked, but not required. Use of == means the variable is checked for the value behind it, a single = means it will set the variable to that value.

Also it would be preferable to create a move waypoint just before the getIn waypoint where that condition is checked instead of checking it in the getIn waypoint, which ought to remain without condition. To make sure the troops enter the intended helicopter it would be best to explicitly define their intended ride using assignAsCargo statements in the on Activation field of the move waypoint.

It is good to see you are trying out the step separately, that is sound practice as it allows for easier root cause analysis when things do not work as expected.

It is not mentioned whether you are trying to create a SP or MP scenario, but for MP missions it would be wise to broadcast the variable after being set by using a publicVariable statement. So the on activation field should look like:

GetIn_Huey_1=true; publicVariable "GetIn_Huey_1";


Regards,

Sander


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#7 Posted at 2013-03-08 13:27        
     
Ok nice, it works but I have to say, that
(GetIn_Huey_1 == true);
don't work, if you type that an error comes, that u can't use some variables. You have to use a number like
(GetIn_Huey_1 == 1);
then it works. I don't know why I couldn't use
(GetIn_Huey_1 == rigth_1);

but i have that what i want :)
thank you very very much.^^

first game with zeroing, yes!