The target/attached object is only used as a location, and its life status has no effect on this waypoint. Valve Corporation. One note, on a dedicated server when using this with AI controlled Helicopters. If the waypoint is not in range, the squad will move to the next waypoint. Note the On Activation script code block can be used to execute any script at any waypoint, making this waypoint type somewhat redundant. _insertionWp2 setWaypointFormation "COLUMN"; //PICKUP!!! 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. Could have sworn there was a setting but cannot find it now, anyone have any good ideas? } Regular Expression (Regex) commands to manupilate strings. //depending on time of dayt requires either ir or smoke This is my neat little helicopter extraction script for Arma III. Then place down one or several groups with a single Guard waypoint. Place a invisible helipad where you want your helicopter to land, then place a marker (best works the system marker because it doesnt show on the map) on it. The helicopter is completely dependent on the player's faction and side. Commands to handle variables. On a dedicated server, an AI unit will only get in vehicles that are empty. Description Description: Forces a helicopter landing. getting them to land is not a problem ,they just take so damn long to land. Enter the file path/name directly, without any execVM type command or quotation marks, followed by a single argument or multiple arguments within an array. Advanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file. Either a switch trigger or script can be used to "break" a group out of a cycle loop. Given enough time, some of the group may wander kilometers from the waypoint. Don't forget to watch in 1440p 60FPS! If you need the slot for something else, you can change it to whatever you wish. A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. so i tried doing this and it didnt work can you please explain in more detail, hey have you noticed that this discussion kinda ended three years ago. 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. (heli will move to "transportdelete" marker for clean up. _host removeaction _id; dub_showActions = true; This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Place markers on map from editor to identify waypoints for heli and infantry routes. SLING LOADING 1.The loitering behavior while the heli waits for smoke or the ir. Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. This command only works if there is an AI team commander present in the cargo of the vehicle. With or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. /******************************************************************** The behaviour seems to be very inconsistent, and the AI pilots seem almost completely incapable of picking up the cargo or dropping it off (They have a tendency to circle around a few times before dropping the object they are carrying). If the Join waypoint is synchronized with another group's waypoint, when both groups are at their waypoint positions, the group that is "synchronized from" will join the group that is "synchronized to", irrespective of which group has the join waypoint itself. This was a mod made for my unit 1 Mercian, if you like or want to g. Turret Enhanced. If the assigned squad is inside a vehicle, they may "search" by driving the area in the vehicle, and may not disembark the vehicle unless prompted to do so. Othwerwise, the helicopter will RTB. Change "land" to "get in" if you want it to land and keep running. _menu = _caller addAction [(". _insertionWp2 = InsertionHeli addWaypoint [pos, 0]; Espaol - Latinoamrica (Spanish - Latin America). If there is no suitable vehicle near the waypoint, the waypoint will complete almost immediately after becoming active, and the group will continue on to their next waypoint. 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. What makes this script different than any other extraction script ever released for the Arma series is that it applies a bit more realism and complexity. I remember this as well. The waypoint is completed when no mines are detected in the search area. It will stop and hover, but not land. If a Move waypoint is attached to a building object, the "Position In House" menu option will become available. While this is a powerful waypoint type it requires diligence on the part of any human leaders, as they must announce "Support Done" to allow the AI support group to continue being able to provide support. Toss the ropes! A guard point or object is only considered guarded if a group has been set to guard it through a Guard waypoint (any other friendly forces in the area are not considered). "; sleep 2; 1. add this to initplayerlocal thus creating a natural and dynamic system of "counter attack" without the need for extensive scripting. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. _insertionWp1 setWaypointStatements ["true", "hint ""Pilot: GO! Place a invisible helicopter pad where they should land. "; "; AI leaders will generally pause to choose a path before they start moving. A tag already exists with the provided branch name. The COND that the heli have to be within 120 Mtr from the marker is something i had not thought could be a solution. You can supply specific class for troop if you want. . - When stalking, unit will always search for nearest enemy. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The heli does everything I want but land. Wherever possible, please keep it as it is. This waypoint type will cause the group to stay at this position indefinitely. [[player,[(", "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; No triggers - all Guard groups stay at their Guard waypoint. Nice find works great , will need to test on MP and dedi but looks cool so far cheers :), Hmm does not work on Dedi but is ok on MP so will need some tweaking but will do that overthe weekend :). _caller = _this select 1; my plan was to have a huey make a combat landing as in vietnam, as we all know the ai are not up to it, so i attempted the unit capture/play route, no luck there could never get the script to work.so is there any other way to make the huey make a combat landing? Scripted helicopter landing (Script Help). Get or set various different properties of units, vehicles and other objects. The Seek & Destroy waypoint only makes the AI search the vicinity of the waypoint itself, not affect their behavior on their way to the waypoint. _insertWp = InsertionHeli addWaypoint [_arrivePos, 0]; remoteExec ["hint"]; Example from HAS context (no for standalone usage! When added to an artillery crew, the gunner will fire at the waypoint if it is in range. dub_fnc_insertion = { Follow its given on-screen instructions. if (not alive _host) exitwith { if (daytime >= 0 && daytime <= 6 ) then { If there are only human players, the helicopter will not land. 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. But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. remoteExec [""hint""];}else{"" Pop smoke!"" Note: init.sqf creates the Trigger object that is used to execute the script via radio slot 1 (ALPHA). If you run a server and/or know what you're doing, go ahead and tinker with the script all you want. _id = _this select 2; "";"]; Develop code to bring the helicopter down to the ground regardless of where it is when the timer reaches zero. } forEach [ The group's leader will speak the given Voice phrase, complete with lip movements. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. 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. To make AI hunt down a known target, you need to setCombatMode to "RED". When this waypoint type is attached to a unit, the group will move to the position of that unit, then join and follow that unit's group, irrespective of side or ranks. Place that where you want the helicopter to land precisely. Control radio availability, chat messages and subtitles. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Customize the look of dialogs and menus in the game. hint "Command: Request Cancelled"; All I want is a fast landing when player is flying in to the Mission area at the start of the game, so my plan was to make the heli make a fast handing and then shut off engine, I was thinking about putting it inside ACT in trigger so when the heli comes inside it starts to decent and land, at the marker that is placed on map. Only a Switch type trigger or script command will move the group from the waypoint. The script will also let you use your 40mm underbarrel grenade launcher, such as M203 and GP-25, from both mods to mark the landing zone. //_caller groupchat "Waiting for orders use the order pilot action! Fyi- my life doesn't revolve around the bis forum. The platform update is free to all owners of Arma 3. Note only two groups can join at a single Join waypoint. Commands that are used to get information about mods and addons. Units in crew positions will not disembark. Cookie Notice Student coders can create a backdrop with a takeoff and landing location, but not include scripts to control the helicopter. should work, but does that still make the heli do a lazy slow landing ? Note that the attached unit may have moved on, but the Join waypoint remains at the unit's location when the waypoint became active. Voila. 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. This page was last edited on 9 August 2022, at 19:52. Extract them to C:\Users\YOUR_NAME\Documents\Arma 3\missions\ and open in Editor. If additional waypoints are added after CYCLE waypoint, they are ignored. _vehType = _x select 0; Utilizes BIS_fnc_wpLand. _insertionWp1 setWaypointType "MOVE"; _insertionWp1 setWaypointFormation "COLUMN"; The group does not move to the waypoint's location, instead skipping immediately to the next waypoint. This waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. The Condition is Code that determines whether the waypoint is completed. }; if (!alive helo) exitWith { _caller removeaction _menu;}; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. It's unique in a sense that: It detects if you have compatible magazines (throwable and 40mm launchable) and will let you use them to mark the LZ. sleep 1; ********************************************************************/ [] spawn dub_fnc_rtb; Then heli1 with only AI in it will land on the marker. _insertionWp3 setWaypointFormation "COLUMN"; Specifically for landing an AI helicopter on the ground and unloading AI passengers, the waypoint destination for Transport Unload must be a helipad object and be assigned to the pilots, and the separate group as passengers must have the Get Out waypoint at the same location. Feel free to contribute your code to this project. InsertionHeli setBehaviour "CARELESS"; When added to a helicopter or VTOL crew, they will land at a clear landing zone near the position of the waypoint, prioritizing existing helipads. //_caller groupchat "Request Cancelled"; player addEventHandler This waypoint type works best when it is attached to an object. _insertWp setWaypointType "Move"; Utilizes BIS_fnc_wpArtillery. If you have comments please use the specific BI forumpage. By 3. place a default marker anywhere on the map called "transportdelete" Note that this happens as the waypoint becomes active, rather than when it is reached. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. . Commands to manipulate the weather, time, date or traffic. _rtb = player addAction [", " ,{ The Sentinel was designed primarily as a reconnaissance platform, but can also perform precision ground attacks. "; If interested, hereafter a complete list of my scripts with links: If you have comments please use the specific BI forum. I can appreciate that, but a more polite response would have been better. 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. Commands used to create or work with custom channels. If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). _player = _this select 1; See the Guarded by
arma 3 helicopter landing script
arma 3 helicopter landing script
arma 3 helicopter landing script