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#1 Posted at 2013-12-18 16:43        
     
Hi this is a simple (and hopefully simple to use) script package that I made for a campaign, it will spawn in helicopters and have them drop of troops where you want them too as a mission maker. A readme is included in the download that in addition to the video will show you how use the script in the editor / demo what it does. It works in SP / MP games. Hopefully this will be useful to some of you.

Video:

Download Here:
http://www.armaholic.com/page.php?id=23891

How to use:

This post was edited by big_wilk (2013-12-19 16:10, ago)


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#2 Posted at 2013-12-19 14:14        
     
Thanks for posting yet another usefull script here on Armaholic :-)
News is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#3 Posted at 2013-12-19 15:42        
     
Why do they crash when they get done with the drop? Why not delete the heli?

I wrote something similar but I used this to delete the heli and the crew when it got back to the spawn point.

waitUntil {(_pilot distance _spawnLoc) < 300};
	deleteVehicle _vehicle;
	deleteVehicle _pilot;


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#4 Posted at 2013-12-19 16:16        
     
@Foxhound: Thanks for the mirror it saves me some drop box space *DRINK*

@Jinker: Simple answer lazyness. I didn't need to do that in the situations I was using the script. However feel free to edit it to your own needs. (I might in all fairness update it so it does that to make it neater). Thinking about it as well I guess we could also make the script spawn in a invisible helipad on the land marker that would be useful.


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#5 Posted at 2013-12-19 16:28        
     
Ah, I understand :)

No worries, just curious.

Yeah, there are a ton of ways to modify it to do many things. I've used mine to paradrop, drop off units and run to a location, drop off units then find the nearest enemy and attack while the heli engages ground targets. Good stuff.


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#6 Posted at 2013-12-19 18:37        
     
Wel thanks big_wilk 8-)


I'll give you all this than

http://www.mijnbestand.nl/Bestand-MK3OWGLRSY8Q.rar

Thanks to Pirin en Myself

This post was edited by VinceMagic1 (2013-12-19 18:49, ago)


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#7 Posted at 2013-12-19 21:56        
     
Thats a nice one, what the high command module like in arma3 in MP games I found it buggy in arma2?


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#8 Posted at 2013-12-20 06:37        
     
Yes it 's the Hc module, i play those missions with HC extensions. Works for me. HC extensions works perfectly in ArmAIII. Unfortunately HC extensions is not yet published. In this mission template, AI groups are reinforced en prompt into HCommand. In the Init: Actionsleft = 3; allows you to change the amount of times you can call during the mission "globally". If a whole group died, let's say "group1", you call in reinforcement for that group that doesn't exist no more. A new reinforceble named "group1" wil be extract.

Ill give you all another Mission template http://www.mijnbestand.nl/Bestand-U8J3Q6AYNJOE.rar
Thanks to Draper And Myself..

I tried to publish those two mission templates on Steam 'both with the approval and credentials of their initial owners', with no result.
Can somebody help me out with this ?


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#9 Posted at 2013-12-20 06:58        
     
Thanks I'll look at that later today.

I might try some more stuff with HC as its quite a nice module, the one and only time I used it in an MP mission it failed me after working in every test... lol so I never looked at it again.

I tried to publish those two mission templates on Steam 'both with the approval and credentials of their initial owners', with no result.

Whats wrong with Armaholic :P Joking! I tried that steam work shop stuff it does not seem fit for purpose. Downloading or Uplaoding...


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#10 Posted at 2014-05-25 16:57        
     
HI Big_wilk, remember me?

Loving your tutorials, but I'm finding it a little difficult to get these helos to despawn. I've read all the possible ways to do it, but I'm unsure how to get it to fit with the script. everytime I try one of them out form either here or youtube, it breaks the code. I'm totally misunderstnading how to put it in. Any chance of an update to the script or a quick snippet I can overwrite into your current one to make the helo's disappear.

Thanks

This post was edited by spookygnu (2014-05-25 17:21, ago)


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#11 Posted at 2014-05-25 19:39        
     
Hello,

Thanks, I think I was just lazy and made them crash into the ground on their last waypoint.

you could do something like:

waituntil {_helo distance (getmarkerpos _wateverINamedIt) < 250};
deletevehicle _helo;

Of course as they spawn and despawn at the same place the script will need to be paused or they'll just be deleted after they spawn.

Cant really rember what I did in this, I'll have a look tmrrow.


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#12 Posted at 2014-05-25 19:54        
     
thanks for the reply!

what i'll do is adjust the last waypoint for the helo to go too, so that I won't need to pause the script if that'll work.

cheers

Spook

Added 22 hours 9 minutes later:

I tried out the code and the helo just stopped at the first waypoint/marker so I'm not quite clever enough to fix this, I'll hang on until you get round to updating it or something. cheers

Spook

This post was edited by spookygnu (2014-05-26 18:04, ago)