_insertionWp2 = InsertionHeli addWaypoint [pos, 0]; The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. waituntil {mapclick or ! The script will execute. Support for Community Upgrade Project and Red Hammer Studios mods is included. Commands that are used to get information about mods and addons. Then put a land waypoint roughly where you want the heli to land. //_caller groupchat "Select insertion point. _insertionWp2 setWaypointType "TR UNLOAD"; So if you're using many, keep track of which you put down first (give them names, for instance). 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). "; . Is it possible to share also this thedubl ? For example you can do it with a smoke trigger and so on. 1 trigger - the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. Thats a way to do it, but with the script you are more flexible. _insertionWp setWaypointCompletionRadius 10; dub_showActions = false; "respawn", If not enough, use brute force. If the waypoint is placed on an empty vehicle, as many of the group as possible will board it. Place down the invisible helipad. //monitor _params = _this select 3; _insertionWp1 setWaypointSpeed "FULL"; Commands used to manipulate weapons. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed. They will normally also attack the spotted enemy on the way. Control radio availability, chat messages and subtitles. 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. When the Join waypoint is spatial, the group will treat it as a Move type waypoint. Set, define and use Triggers and Event Handlers. _type = _params select 0;//true for all group, false for player only. Description Description: Forces a helicopter landing. Can be inserted by fastrope or landing. wait until all is in the heli to click the map. waituntil { sleep 1; count(_caller nearObjects ["IRStrobeBase",50])!=0 }; Waypoints - Bohemia Interactive Community 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 there are only human players, the helicopter will not land. _insertionWp1 = InsertionHeli addWaypoint [pos, 0]; tab - Search for Helipad (invisible). 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: Package includes extremely simple example missions. ai heli making a combat landing - ARMA 3 - MISSION EDITING & SCRIPTING You will be able to leave a comment after signing in, Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. "; For a full list of available event handlers see, Commands to specifically change font settings of. Please note, the heli will find a safe place to land. If the waypoint is placed spatially, the waypoint's behaviour is less predictable. 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. }; https://github.com/xv/Arma-III-Heli-Extraction. 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. 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. Feel free to contribute your code to this project. 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 :). master Arma-3/mpmissions/NNS-Sandbox.Malden/scripts/HeliSupportLanding.sqf Go to file Cannot retrieve contributors at this time 403 lines (329 sloc) 20.4 KB Raw Blame /* NNS Spawn a support helicopter that will unload or paradrop (if no suitable location found) troop on wanted location. - When stalking, unit will always search for nearest enemy. The Sentinel was designed primarily as a reconnaissance platform, but can also perform precision ground attacks. and our 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. I offered and said pm me since they have already found one. //_caller groupchat "Waiting for orders use the order pilot action! This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. New comments cannot be posted and votes cannot be cast. ): I once wrote a script that made heli land quick and accurate but I had problems getting the player camera working as it would jitter around. You can get this by changing RYD_FastLand this way: Set condition of the first trigger to "this" and remove second trigger. As of 1.36 this waypoint type seems to be semi-functional. 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. Default is true. SO TAKE IT AS IT IS. Example from HAS context (no for standalone usage! _vehName = _x select 1; Develop code to bring the helicopter down to the ground regardless of where it is when the timer reaches zero. I find the best way to do it would be unit capture. The syntax of this script is no logner compatible with previous titles since it makes use of commands that were introduced in Arma III. If you run a server and/or know what you're doing, go ahead and tinker with the script all you want. For example: The group will not move to the waypoint location. But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. A group with a current waypoint of this type will move to the waypoint's position, then wait until it can provide support for another group that requests relevant support using "Call Support" command menu. 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). Scripted helicopter landing (Script Help). _veh = [_heliPos, 0, _vehType, InsertionHeli] call BIS_fnc_spawnVehicle; _insertionWp setWaypointFormation "COLUMN"; The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again. //Add rtb addaction I tried it and everything works except heli never showed up. A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. Neat script. If additional waypoints are added after CYCLE waypoint, they are ignored. **Going to make this spawn multiple helos later. Only available for groups on the Game Logic side. Steam Workshop::Arma 3 Remastered: Helicopters Gameplay RDLC land - Bohemia Interactive Community Extract them to C:\Users\YOUR_NAME\Documents\Arma 3\missions\ and open in Editor. If you really want to ensure the helicopter lands where you want it - Go to the place objects and select the bulidings, etc. 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? When added to an infantry squad, they will move to the marker and search for mines in a search area with center being the waypoint position and a radius of waypointCompletionRadius, which has a default of 50m. _insertionWp1 setWaypointCompletionRadius 10; remoteExec ["hint"]; Note: init.sqf creates the Trigger object that is used to execute the script via radio slot 1 (ALPHA). // First create the landing position Sure, I can see it tomorrow. Utilizes BIS_fnc_wpArtillery. waituntil { sleep 1; count( _caller nearObjects ["SmokeShell",50])!=0;}; hint "Pilot: Once we land, load up quickly"; Create, define, use and manipulate locations. If interested, hereafter a complete list of my scripts with links: If you have comments please use the specific BI forum. Attach and detach ropes to objects, slingload and drop them. Put a MOVE waypoint near it. ["Options",true], 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. One note, on a dedicated server when using this with AI controlled Helicopters. //_caller groupchat "Wait to deploy IR gernade until we clear the area and in range! }; thedubl mapclick = false; :P In this Arma 3 helicopter landings tutorial, I delve into the mechanics behind the elusive \"bleed flare\" landing. 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. Force Ai Helicopter to land? : r/armadev - Reddit Activate it by trigger or Ace self interaction menu (code and details included). In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3. Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). 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. Over and out! When synchronizing, click and hold on the waypoint of the group that is to join the other, then drag to the other group's waypoint. In order to retrieve a unit's or vehicle's weapon see. Commands used to add Event Handlers to GUIs. Then place down one or several groups with a single Guard waypoint. if (daytime >= 0 && daytime <= 6 ) then { This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. 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. Helicopters | Arma 3 | Official Website _insertionWp setWaypointType "TR UNLOAD"; Press X to turn auto-hover on or off (you can also use the mousewheel menu). Note the appraisal of a vehicle's side and number of available seats seems to be made before the mission initializes! remoteExec ["hint"]; For working with weapons and magazines, also see. @Rydygier did you have any problems with camera? openMap false; Game updates, videos, pictures, discussions, help, and more. This category has the following 72 subcategories, out of 72 total. Since Arma 2 waypoints for players were mostly replaced by Tasks; since Arma 3 the Task Framework allows for an easy usage of them. helo flyInHeightASL [25,25,25]; InsertionHeli setBehaviour "CARELESS"; Educator Guide: Code a Mars Helicopter Game | NASA/JPL Edu Good day gentleman Avibird. It will stop and hover, but not land. Have fun with it. Is used in combination with the Effects button at the bottom of the Waypoints menu. Only available for groups on the Game Logic side. 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.