Set, define and use Triggers and Event Handlers. 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). Espaol - Latinoamrica (Spanish - Latin America). "; /******************************************************************** 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. 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. AI Landing by Heli is free for use. Develop code to bring the helicopter down to the ground regardless of where it is when the timer reaches zero. This waypoint works in conjunction with the 'Guarded by' trigger type, see that topic above for more details. Commands used to modify the behaviour of the AI. The file name and argument must be separated by a space. [[player,[(", "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; 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. Tested in SP. IT IS COINCEIVED AND WRITTEN IN ITALIAN. I find the best way to do it would be unit capture. A dismissed waypoint is complete if the group comes into contact with any enemy units. For working with weapons and magazines, also see. 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. helo flyInHeightASL [25,50,50]; _insertWp setWaypointSpeed "LIMITED"; - 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. 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 It should be called constantly (say in the waitUntil loop with 0.1 sleep or maybe even per frame, although that may be too fast) till heli is and as long should stay "landed". Command Group: AI Behaviour (18 P) Command Group: Animations (27 P) Command Group: Arrays (36 P) Command Group: Artillery (8 P) If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). Example from HAS context (no for standalone usage! Attach and detach ropes to objects, slingload and drop them. In the waypoint's onAct put: this LAND "land"; It'll land and turn off. 1.The loitering behavior while the heli waits for smoke or the ir. Commands to manipulate the camera for intros, outros and cut-scenes. 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.
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