EDIT: Or in editor place invisible helipad and add Transport unload waypoint on top of that. 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. 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. _insertionWp1 setWaypointFormation "COLUMN"; 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). The waypoint is completed when no mines are detected in the search area. Note that this happens as the waypoint becomes active, rather than when it is reached. streak115 7 yr. ago This is great, i have just tried the mission from DB and it look awesome, Thanks for your time. Commands to change the difficulty of the game. 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; ArmA 3 Helicopter Landings Guide 101 How to Land Without Gaining Altitude! Commands that are used to get information about mods and addons. Introduced in Arma 3, makes group loiter around a position. This type is exactly the same as the Join waypoint type, except the group that leads the merged group will be opposite in each situation. _________________________________________________________________ Sure, I can see it tomorrow. http://bit.ly/18jjfoX _________________________________________________________________This video was created using some games by Bohemia Interactive, check out http://www.bistudio.com/ formore information! If there are several guard triggers, the group will move to the first placed (highest priority), unguarded trigger (or its linked object). }; 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. _insertionWp1 setWaypointType "MOVE"; The CYCLE waypoint can be placed anywhere on the map, the unit will ignore its position. Archived post. Commands to manipulate the camera for intros, outros and cut-scenes. The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. ["Options",true], "Pilot: Pop smoke!" Deal with it. 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. (_veh select 0) setVehicleVarName _vehName; sleep 1; The script orders the landing of AI units via a helicopter on markers placed on the map from editor. You'll see an icon showing this in the top left with the other status readouts. Place this code in folder called "scripts" and name it "insertion.sqf", 3. place a default marker anywhere on the map called "transportdelete". The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. openMap true; hint "Command: Select insertion point. Landing! 2. Commands related to containers like backpacks and vests. Student coders can create a backdrop with a takeoff and landing location, but not include scripts to control the helicopter. ]; //Add rtb addaction Game updates, videos, pictures, discussions, help, and more. Advanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file. The script will execute. { /******************************************************************** If you request support through the status menu (5 key by default) for a "medic", AI groups assigned this waypoint will move to your location. "";"]; [[player,[(", "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged. If you want the pilots to die on impact do this: Create a trigger and the set trigger owner to the heli, set the type: none, activation: owner only and activation type: present Then in the condition field put: this and isTouchingGround Heli_01; and in the On Activation field: hint "Pilot: Once everyone is out, use the Order HELO RTB to order us home! Valve Corporation. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. AI landing by Heli BY ENIGX Description: The script orders the landing of AI units via a helicopter on markers placed on the map from editor. If any group members other than the leader are in a vehicle of another group, that vehicle will stop to let them out. remoteExec ["hint"]; }; 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. Note the On Activation script code block can be used to execute any script at any waypoint, making this waypoint type somewhat redundant. Hope it helps you out ;). Thanks so much!!! The pilot is ai but in players group, but I guess it doesn't matter. 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. The exact size of the area searched is limited to the leader's expected travel time. and I have been watching lots of videos on it. 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. Put the exact marker name in the script (Where "Waypoint 1" is). SLING LOADING You can supply specific class for troop if you want. The group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark. Commands related to in-game time or system time. It can arrive from any direction. Example call: [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; RYD_HAS_clickedPos - a position to touch down at, 2 - miss spot tolerance (if above this number of meters, will adjust horizontal positioning along with altitude. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint. For working with weapons and magazines, also see. Name the marker whatever you want. When placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. Is it possible to share also this thedubl ? _id = _this select 2; The units will unerringly move to the Guarded By triggers, positioning themselves exactly on top of them. The vehicle owning the waypoint will move near the loading vehicle and gets moved into it. }; Utilizes BIS_fnc_wpArtillery. //Wait until the chopper is close. Could have sworn there was a setting but cannot find it now, anyone have any good ideas? waituntil { sleep 1; count(_caller nearObjects ["IRStrobeBase",50])!=0 }; InsertionHeli setBehaviour "CARELESS"; 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. Preparing to land! ARMA 3 - MISSION EDITING & SCRIPTING ai heli making a combat landing Sign in to follow this Followers 2 ai heli making a combat landing By darrent, June 30, 2020 in ARMA 3 - MISSION EDITING & SCRIPTING darrent Thread Starter Private First Class Member 0 32 posts Joined: March 25, 2007 Posted June 30, 2020 _insertionWp = InsertionHeli addWaypoint [_pickupPos, 0]; IT IS COINCEIVED AND WRITTEN IN ITALIAN. dub_fnc_Land = { The group will move to the waypoint, and then be dismissed. The syntax of this script is no logner compatible with previous titles since it makes use of commands that were introduced in Arma III. Put a MOVE waypoint near it. 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 :(. _insertionWp3 setWaypointSpeed "FULL"; One of my pet peeves is when somebody asks for help and gets it and never replies back or if someone has an issues and find some solution but never post it for everyone to see or somebody says they have something that'the main conversation of a thread and they don't share it lol good day gentleman this was not a criticism just an observation for enlightenment Avibird. dub_showActions = false; ["Insertion", [2], "", -5, [["expression", "_thread = 1 spawn dub_fnc_insertion;"]], "1", "1"], Utilizes BIS_fnc_wpDemine. I tried it and everything works except heli never showed up. hint "Pilot: Once we land, load up quickly"; ]; /************************************************************************************************************* But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. "; }; Have fun with it. "),{_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; ). Note: createVehicleCrew breaks this functionality. Tested in SP. This waypoint type can be used to simulate casual off-duty behaviour. An alternative would be faking via script whole thing by setting hovering altitude to 0 and doing this instead of above: In this case the loop, that presses the heli to the ground stops, when player exits the heli and the engine is turned off by this script when heli reaches the ground. hint "Pilot: Good luck solider! //depending on time of dayt requires either ir or smoke Give the helicopter a waypoint to land somewhere (I reccomend you put a invisible helipad there just to be sure) and then set the next waypoint as "TRANSPORT UNLOAD", As an alternative i recommend Achilles/Ares for Zeus missions, if that is what you are looking for. Helicopters will land on the closest helipad within 500 metres of the waypoint. If you want to go in low, set the flying tincan down, have your mates jump out and lift of in under 20 seconds, you better invest a few month. SO TAKE IT AS IT IS. Like this. 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 no vehicles of its own, the leader will order as many of his troops as possible to board the vehicle. When the Join waypoint is spatial, the group will treat it as a Move type waypoint. For example comparing two variables or retrieving all variables from a namespace. 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. //_caller groupchat "Wait to deploy IR gernade until we clear the area and in range! "respawn", //**********************************open map and get pos*************************** This waypoint type will cause the group to stay at this position indefinitely. "; ArmA 3: Landing script and tutorial 1,492 views Oct 29, 2013 9 Dislike Share NoddanGaming 3 subscribers This is a tutorial that shows how to use a simple script which allows you to tell a. Thats a way to do it, but with the script you are more flexible. //PICKUP!!! This is also true when one group starts to flee; often the flight distances are not very long (depending on the allowFleeing setting and skill of the soldiers, I believe? You select wither insertion or land (if insertion wait until heli stops of insertion point and toss ropes.