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#1 Posted at 2011-10-18 04:11        
     
Ok, I have tried "flyInHeight" and "land" to no avail.

The only time I have gotten a rooftop insertion was by putting an invisible "H" inside an open barn and the Lil'Bird actually landed on the angled roof and unloaded the SF team. However, when I tried the same thing on a regular building, the Helo would just hover there, or it would go to it's last waypoint and then offload the troops.

I have tried to replace a 'land' command with 'flyInHeight' and the helo will just get close to the building and hover at the 'flyInHeight' setting.

Please help me. I want to do a rooftop extraction/insertion on one of the hotel buildings and can't figure this out. I even set the pilots behaivior to 'careless' and they still wouldn't listen. I don't know why it would do it on top of a dang barn but not buildings.


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#2 Posted at 2011-10-18 10:08        
     
UnitCapture that's what your after. Only works for helicopter.

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#3 Posted at 2011-10-18 13:04        
     
# AstroMan : UnitCapture that's what your after. Only works for helicopter.

I have read that that command does not work in Arma, only for Arma2.

Added 1 hour 40 minutes later:

Can I disable the AI's collision avoidance? Is their any way to force the pilot to do what I want?

This post was edited by SickSix (2011-10-18 14:44, ago)


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#4 Posted at 2011-10-18 16:14        
     
Mandoble wrote a script for insertions like this, Mando heliroute its called.
Have a look and try it (read the readme / example mission!):
http://www.armaholic.com/page.php?id=1931&highlight=MANDO%2BROUTE


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#5 Posted at 2011-10-18 17:37        
     
Thank you!


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#6 Posted at 2011-10-19 23:42        
     
I suggest trying to setpos the invisible helipad to what you guess the height of the building is.
Then you should be able to give waypoints to AI in the editor as well as command to AI in your group to land on top of the building you want.


This post was edited by DirTyDeeDs-Ziggy (2011-10-19 23:59, ago)


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#7 Posted at 2011-10-20 05:34        
     
# DirTyDeeDs-Ziggy : I suggest trying to setpos the invisible helipad to what you guess the height of the building is.
Then you should be able to give waypoints to AI in the editor as well as command to AI in your group to land on top of the building you want.


Yeah that doesn't work either. The Mando heli Route is what did it. Awesome script and does exactly what I needed.


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#8 Posted at 2012-03-21 16:28        
     
I was able to do a hotel rooftop landing and extraction via an AI by using this method...

EXS03Heli01.sqs

_Unit=_this select 3

_Upos= Getpos E1AirPad;
_ux=_Upos Select 0;
_uy=_Upos Select 1;
_uz=_Upos Select 2;

_tdir=getdir E1AirPad;

~5

;E1UnitPumaVar is a publicvariable defined in init.sqs
;Everytime this script is called publicvariable E1UnitPumaVar is incremented by 1;
;Local _VarName1E1 is used as a temp var to store the formated stringname.
? (_Unit==EastSlot1): E1UnitPumaVar= E1UnitPumaVar+1;
? (_Unit==EastSlot1): _VarName1E1 = Format["E1HVEHPuma%1",E1UnitPumaVar];

;Create a helicopter at the marker location "e1resptmp"
? (_Unit==EastSlot1): _HVEH = "PRACS_puma330_Gshp" createvehicle getmarkerpos "e1resptmp"

;Grab the newly created heli and sit it on helipad named E1AirPad in the dir of helipad
_HVEH setdir _tdir;
_HVEH Setpos [_ux,_uy,_uz];

;Give helicopter it's previously generated name.  No other unit will have this name
;thus eliminating any AI conflicts, resulting in them disobeying, etc.
? (_Unit==EastSlot1): _HVEH setVehicleInit format["this setVehicleVarName ""%1""",_VarName1E1];

processInitCommands;

;If vehicle is no longer needed then _heli Setdammage 1 to get rid of it.
;This prevents me from getting killed by my own squad by scripting it's demise.
_EXHVEH00 = _HVEH AddAction ["Self Destruct","XXS0XACT00.sqs",_HVEH];

;Not relevant, but it allows me to set the landing zones for two AI controlled Evac's
? (_Unit==EastSlot1): _E1HVEHLZ  = _HVEH AddAction ["Set Landing Zone","E1SetLZ.sqs"];
? (_Unit==EastSlot1): _E1HVEHLZ2 = _HVEH AddAction ["Set Landing Zone 2","E1SetLZ2.sqs"];

;If I do not want to return to base, or to a landing zone, I can click on the map
;where I want the heli to go, then control it's flyinheight with these commands.
_EXHVEH01 = _HVEH AddAction ["Set FlyInHeight 0","EXS03ACT01.sqs",_HVEH];
_EXHVEH02 = _HVEH AddAction ["Set FlyInHeight 5","EXS03ACT02.sqs",_HVEH];
_EXHVEH03 = _HVEH AddAction ["Set FlyInHeight 20","EXS03ACT03.sqs",_HVEH];
_EXHVEH04 = _HVEH AddAction ["Set FlyInHeight 50","EXS03ACT04.sqs",_HVEH];
_EXHVEH05 = _HVEH AddAction ["Set FlyInHeight 105","EXS03ACT05.sqs",_HVEH];
_EXHVEH06 = _HVEH AddAction ["Set FlyInHeight 150","EXS03ACT06.sqs",_HVEH];
_EXHVEH07 = _HVEH AddAction ["Set FlyInHeight 200","EXS03ACT07.sqs",_HVEH];
_EXHVEH08 = _HVEH AddAction ["Set FlyInHeight 300","EXS03ACT08.sqs",_HVEH];

;Repair and refuel my heli when damaged by attack
_EXHVEH09 = _HVEH AddAction ["Repair","XXS03ACT02.sqf",_HVEH];

;Create unique soldier name to give the gunner to be created 
? (_Unit==EastSlot1): _VarName2E1 = Format["E1UnitPuma%1",E1UnitPumaVar];

;Create the gunner for the heli
_UnitR = group _Unit createUnit ["SoldierECrew", position _Unit, [], 0, "NONE"];

;Assign gunner previously created unique name.
? (_Unit==EastSlot1): _UnitR setVehicleInit format["this setVehicleVarName ""%1""",_VarName2E1];

processInitCommands;

;Move gunner into position, and add removebody event in case he is killed,
;doesn't lag up my game.
_UnitR moveingunner _HVEH;
_UnitR addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}];

;Pause script execution until this condition is met
@!(alive _HVEH)
~15
deletevehicle _HVEH;

exit

The only part of the above code that may help you is this...

_EXHVEH03 = _HVEH AddAction ["Set FlyInHeight 20","EXS03ACT03.sqs",_HVEH];

I included the entire file to show you how I was implementing it, not so much
as to use it, because it relies on other files not mentioned here.

I fly over the hotel roof, being careful not to overshoot, then I press
the button "Set FlyInHeight 20", and that allows me to land on the roof.

The only other way to do it, is by using Mando_heliroute. Mando is a great
scripter, but I prefer my own methods for landing, without controlling
the actual movement of the helicopter. The way I do it is natural, but
requires a little skill in getting the AI to hover over the correct location
of the Hotel.

I hope this was able to help a bit... We've all been hoping that Bis would
release some new helicopter functions.

To get the helicopter to land, but stay in the heli, just give him a
move command, make sure a helipad is near the location you want him to
land, can be invisible as well, then tell him to get out, include some
checking routine to check the distance between the helipad and the heli
and if that distance is < 10, or 15, then issue a command to
_heli land "land", then when he touches down, setflyinheight 0, then issue
a dostop (vehicle pilot)... It's up to you how you want to impliment it,
so I'll leave the actual coding decisions to you, but this is the method
I use.

As many of us do, I as well, come from a Flashpoint, Resistance and Arma background. I was a member of the original DSF clan for about two months, back when Hatcher was in charge, along with Deaddog, Joker, Thatcher, two german dudes, and my callsign was, and still is FullMetal.