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#1 Posted at 2014-07-13 16:22        
     
Hi guys!

I've been playing around with a few ideas in the mission editor. Most of them require some sort of insertion. To do these insertions i have stumbled upon the "unitCapture/unitPlay" system. The system does seem pretty easy to use for a single path.

I should mention that i have done some programming before and should understand the most, my biggest problem is that i have difficulties finding references for the different functions.

The idea i had was to use a chopper to first insert a sniper and a spotter. When they have left the chopper, it will move on and fly towards the target zone. Here it should insert the rest of the team and then fly away.

This would require multiple different path, each to be called on different triggers. As i have attempted it have not been possible to create multiple paths in the same document, so i believe it would be necessary to use different path files for each part of the path it would have to take.

All tutorials i have been able to find so far have been about using a single path so any help would be greatly appreciated


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#2 Posted at 2014-07-13 16:38        
     
I'm going to assume these are AI, if they're players everyone should be well aware of where to get off and where to land. At the first landing spot you can give the chopper a MOVE waypoint that is on a 60 seconds countdown (of course you'll have to play around to make it perfect), and make it fly almost in the ground with flyInHeight, (flyInHeight won't work with a HOLD waypoint but will work with a MOVE waypoint from my experience) then make the sniper and the spotter get off with doGetOut. Then do the next group landing with classic UNLOAD CARGO.

EDIT: I completely ignored the part about unitPlay... My example is for a single path (of waypoints).

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#3 Posted at 2014-07-13 16:41        
     
He is talking about BIS_fnc_unitPlay and BIS_fnc_unitCapture, wak ;-)

Could you be more descriptive in what you are trying to do though?

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#4 Posted at 2014-07-13 17:02        
     
The waypoints seem kind of bugged, in certain landing zones the chopper does not move when using landing, transport unload or anything else.

And im trying to make a helicopter insertion. with the unitCapture system. I just wonder how i could play one "path" at the start of the map, have the chopper move to one insertion zone where a few AI move out, and then let it play another "path" and then fly to a roof where the chopper will wait for the player's group to get out, then fly off. (should be possible to check with "inVehicle" or what the function was called)


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#5 Posted at 2014-07-13 17:10        
     
Well I do know that as part of the function itself you can have it set a variable as true when the path is complete like this:

[
	heli,
	[PATH],
	[
		missionNameSpace,
		"ready"
	]
] spawn BIS_fnc_unitPlay;

You could then have a waitUntil loop waiting for the condition to become true and set everything up like this:

ready = false;
[
	heli,
	[PATH_1],
	[
		missionNameSpace,
		"ready"
	]
] spawn BIS_fnc_unitPlay;

waitUntil {ready};

//disembark code

[
	heli,
	[PATH_2],
	[
		missionNameSpace,
		"ready"
	]
] spawn BIS_fnc_unitPlay;

Some delicious stuff:
3D marker script
Some WIP delicious stuff:
Modular Customization Interface