//depending on time of dayt requires either ir or smoke Place this code in folder called "scripts" and name it "insertion.sqf", 3. place a default marker anywhere on the map called "transportdelete". if (daytime >= 0 && daytime <= 6 ) then { Place down the invisible helipad. Also, as mentioned: the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed. [[player,[(", "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; _wp = _heloGrp addwaypoint [_lzpos,0]; 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. 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. FEATURES CONTENT ADVANCED FDM Opt into the alternative flight dynamics model powered by RotorLib for all official Arma 3 helicopters. I can appreciate that, but a more polite response would have been better. Create, enable light sources on vehicles, terrain objects or lightpoints. _insertionWp setWaypointFormation "COLUMN"; Control radio availability, chat messages and subtitles. Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. _id = _this select 2; The Condition is Code that determines whether the waypoint is completed. To make AI hunt down a known target, you need to setCombatMode to "RED". _insertionWp1 setWaypointSpeed "FULL"; Detailed steps in AILandByHeli_OpenMe.sqf. If the waypoint is placed upon an empty vehicle and the group already has enough vehicle spaces to fit the entire group, the group leader only will board and drive the new vehicle, while any foot units will board the group's original vehicle(s). The Weapon Pool enables the player to use weapons from one mission in others. "; 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 /****************************************MENU***************************************/ } Like this. Finally, if the waypoint is attached to a non-vehicle class of object, the group will move to that object before boarding any available vehicle space it already has. See the Guarded by
trigger description for more details. Arma-3/HeliSupportLanding.sqf at master porcinus/Arma-3 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. hint "Pilot: Once everyone is out, use the Order HELO RTB to order us home! //pickup If I remember correctly, the internal communication between Guard groups isn't always the best. [[player,[("" + ("Transport") + ""),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; 2. +commented place in script where you can easily write custom script to replace patrolling; landing spot can now be: object/unit, marker, or position array . Only available for groups on the Game Logic side. Package includes extremely simple example missions. This waypoint type works best when it is attached to an object. Note that the attached unit may have moved on, but the Join waypoint remains at the unit's location when the waypoint became active. - Routes for helicopter placed on map from editor, - Units, once landed, can move to specific waypoints route, - Heli can flies away to a cancellation marker on map or stay in landing position, - Multiple helicopters and units transportation, - Selection of random routes, heli and units. Subscribe today! 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. _monitor = [] spawn { waituntil { sleep 1; (alive helo) && (!alive player)}; {deleteVehicle _x} forEach crew helo + [helo];}; Helicopters | Arma 3 | Official Website I can help. Nearby rescue teams training on the Virgin River, Utah, on . The COND that the heli have to be within 120 Mtr from the marker is something i had not thought could be a solution. In this case, a Transport Unload waypoint should be used. All commands which work with positions and heights. Only a Switch type trigger or script command will move the group from the waypoint. So I would like to make a scenario where a squad in a helicopter crashes and had to survive their way back to a base, but dont know how to. If additional waypoints are added after CYCLE waypoint, they are ignored. Then put a land waypoint roughly where you want the heli to land. //set the way point for pickup Set, define and use Triggers and Event Handlers. AI will not take a support group's vulnerability into consideration when requesting support. _pickupPos = [( _playerPos select 0)+round(random 10),( _playerPos select 1)+round(random 10),( _playerPos select 2)]; 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. _veh = [_heliPos, 0, _vehType, InsertionHeli] call BIS_fnc_spawnVehicle; Everything to do with the Team Switch feature. Happy flying everyone, and please leave me a comment if you're unsure about anything I said in the video!Big love guys n gals,- TOMMEH_________________________________________________________________Timestamps:What is a bleed flare? //**********************************open map and get pos*************************** }; This waypoint type will cause the group to stay at this position indefinitely. ai heli making a combat landing - ARMA 3 - MISSION EDITING & SCRIPTING However once there it would seem there is no way to announce "Support Done". When added to an artillery crew, the gunner will fire at the waypoint if it is in range. Note only two groups can join at a single Join waypoint. It's not magic and it won't keep you locked over a landmark. The exact object the group will attack is not easily predicted, and if the group itself is near the spatial Destroy waypoint when it becomes active, the group may even choose to attack, but not necessarily destroy, one of its own members. }; sleep 3; 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. As of Arma 3 1.82, the number of custom arguments is not limited by the function. InsertionHeli setBehaviour "CARELESS"; dub_fnc_Land = { Commands used to add Event Handlers to GUIs. // Add it back when you die/respawn. 3. place a default marker anywhere on the map called "transportdelete" ARMA 3 - MISSION EDITING & SCRIPTING Heli Transport script Sign in to follow this Followers 3 Heli Transport script By 1para {god-father}, April 24, 2018 in ARMA 3 - MISSION EDITING & SCRIPTING 1para {god-father} Thread Starter Warrant Officer Member 105 2047 posts Joined: July 30, 2010 Posted April 24, 2018 Landing! It does not matter if this waypoint type is placed spatially or on an object. The pilot is ai but in players group, but I guess it doesn't matter. "; Cookie Notice I have one for you if want it. If the group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint. sleep 1; Only available for groups on the Game Logic side. People just need to have patience. I remember this as well. //***************************************************************************** This waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. Basically, the guards will try to have a group hovering over every trigger at all times, starting from the first one placed and ending with the last. The helicopter is completely dependent on the player's faction and side. Commands to change the difficulty of the game. }; Commands that are used to work with flags. AI leaders also tend to request that every single appropriate support group attends them. Canadian woman, 25, is found clinging to a log in Zion National Park river with NO PULSE by rescue team out on a training exercise. Valve Corporation. if (_vehName != "") then { If not enough, use brute force. Read and set parameters for the current mission. _insertWp setWaypointSpeed "LIMITED"; The compatibility status with Advanced Combat Environment 3 (ACE 3) mod is unknown as of 27/7/2019. With or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. When placing down the 'Guarded By' triggers, it is very important to keep track of the order they are placed. Groups: Unit Control Syntax Syntax: helicopter land mode Parameters: helicopter: Object mode: String - can be one of: "LAND" - Complete stop "GET IN" - Hovering very low, for another unit to get in "GET OUT" - Hovering low, for another unit to get out 1.00 "NONE" - Cancel a landing Return Value: (visiblemap)}; _insertionWp1 setWaypointFormation "COLUMN"; Heli Transport script - ARMA 3 - MISSION EDITING & SCRIPTING - Bohemia A dismissed waypoint is complete if the group comes into contact with any enemy units. The group will move to the waypoint's location, and then wait for a point to require guarding. They will get into the vehicles as cargo where possible, then as the crew of the vehicle. FYI - that is not being offensive. Commands used to manipulate weapons. 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. Commands that are specific to Multiplayer games. The group will wait until the external script exits before moving on to the next waypoint. _insertWp setWaypointFormation "COLUMN"; ["Options",true], You'll see an icon showing this in the top left with the other status readouts. should work, but does that still make the heli do a lazy slow landing ? Hello gentlemen I never meant this to be rude insulting or to turn into something. The group will move to the waypoint and hold position until the group knows enough about an enemy unit to identify which side that belongs to, and that they are capable of attacking. If the waypoint is not in range, the squad will move to the next waypoint. sleep 1; Helicopter and crew invincibility is optional (enabled by default; can be changed by modifying the script). If you have comments please use the specific BI forumpage. "; Note: init.sqf creates the Trigger object that is used to execute the script via radio slot 1 (ALPHA). 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. 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). Note that Guarded By can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll "attack" there if they have their Guard waypoints. //_caller groupchat "Wait to deploy IR gernade until we clear the area and in range! Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the cycle waypoint. waituntil {mapclick or ! When the Join waypoint is spatial, the group will treat it as a Move type waypoint. //Wait until the chopper is close. Not always right next to you. Neat script. Commands used to modify the behaviour of the AI. This waypoint type will execute the Script File that is in the Script box on the bottom of the waypoints screen. Note: createVehicleCrew breaks this functionality. _caller = _this select 1; ), but by the time the original guard group has turned around, another group might already be closing in, starting another little "race". (if your internet can handle it) It takes ages to render with this resolution and framerate but I think the viewing experience makes it worth it :-)_________________________________________________________________Follow me!https://www.twitch.tv/callmehtommehhttps://twitter.com/CallMehTOMMEHhttps://www.facebook.com/TOMMEH.ARMA.FLIGHT/http://callmehtommeh.imgur.com/_________________________________________________________________Enjoy the video? "; If there are only human players, the helicopter will not land. DESCRIPTIONTotally not recycling contentI promise! 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. if (!visibleMap) exitwith { Note the On Activation script code block can be used to execute any script at any waypoint, making this waypoint type somewhat redundant. _arrivePos = [( _playerPos select 0)+50,(_playerPos select 1)+100,( _playerPos select 2)]; Disable whomever gets the action until the heli is destroyed or the insertion is complete. //Once in allow order options The syntax of this script is no logner compatible with previous titles since it makes use of commands that were introduced in Arma III. "";"]; }; This waypoint will not complete until all waypoints it is synchronized with have been completed. The units will unerringly move to the Guarded By triggers, positioning themselves exactly on top of them. Either a switch trigger or script can be used to "break" a group out of a cycle loop. remoteExec ["hint"]; sleep 2; This category has the following 72 subcategories, out of 72 total. . had to ditch my script because of that. _insertionWp3 setWaypointCompletionRadius 50; Is used in combination with the Effects button at the bottom of the Waypoints menu. Archived post. Created by Alexxxxx. The game also replies to your request for support with "Negative" in the system chat if that type of support is not available (e.g. Utilizes BIS_fnc_wpLand.