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Posted

So this mission is a co-op between A-10's and Ka-50's. the weather is IMC so the A-10's are relying on the choppers to give them target information (more specifically the bunker). After the KA-50's take out the SA-15 the A-10's can start running in on the existing targets.

 

The problem I'm having is getting the spec-op's chopper to hold at a hold point before the target until the targets are destroyed, or it would work to have an "other" command in the menu. After the chopper is called in i have it set to drop off the spec-op's team. I've got the bunkers been destroyed message sent to the flights. After the troops reach the town and hold (search) for a while, while the flights provide cover I want them to board the chopper and head back to base or some hold point while a radio message relays information on other terrorist camp locations that was gathered from the intel gathered from the camp.

 

So I know how to set triggers, but struggling with the hold points and action "other" options in the menu. If some of you expert mission makers could take a look and give me a bit of a heads up that would be great. I've yet to setup the other camp's in the mission maker but everything (except the spec-op's hold points/actions) up to the the first camp is complete. The 2 flights will have different camps to strike, the A-10's will be further away the KA-50's will be closer. I'd planned on sending a message to send all flights RTB to refuel and rearm once the spec-op's chopper heads back to base or a hold point.

 

https://www.dropbox.com/s/h13uwj0us9y8utq/no%20eyes.miz

Posted

no way you could just have it hold, when triggered event occurs, remove the helicopter using group deactivate and then activate a second helicopter that would "resume" the mission because its waypointing would be the rest of what the first helicopter was supposed to do. a bit of trickery to get the right results.

 

don't know if this would suite your needs.

Posted
no way you could just have it hold, when triggered event occurs, remove the helicopter using group deactivate and then activate a second helicopter that would "resume" the mission because its waypointing would be the rest of what the first helicopter was supposed to do. a bit of trickery to get the right results.

 

don't know if this would suite your needs.

 

I'll give that a shot, so for the all targets destroyed/dead you'd make a trigger containing the whole camp area right? Then assign it a "group (red) all out of trigger zone"?

Posted (edited)

edit: see attached mission. The huey will hover, after 60 seconds the bunker will blowup (this is to simulate a player destroying it) after it blows up the huey will fly away. CTRL+Z to speed up time and SHIFT+Z to go to normal time, so it'll only take a few seconds to view.

 

If you want a helicopter to hold, you can do two things

 

1.

Advance waypoint option > Land > Land time X minutes.

You could have them stay on the ground until needed to take off. To have them take off:

Stop condition > is user > # (# is flag 1, the condition in which you want them to take off)

 

2.

To have them hold in a position, in a hover, use an orbit

Advance waypoint option > Orbit > speed 0

Then use the same stop condition, IS USER > Flag #

 

Is this what u were looking for?

endhover.miz

Edited by Quirkitized
Posted
edit: see attached mission. The huey will hover, after 60 seconds the bunker will blowup (this is to simulate a player destroying it) after it blows up the huey will fly away. CTRL+Z to speed up time and SHIFT+Z to go to normal time, so it'll only take a few seconds to view.

 

If you want a helicopter to hold, you can do two things

 

1.

Advance waypoint option > Land > Land time X minutes.

You could have them stay on the ground until needed to take off. To have them take off:

Stop condition > is user > # (# is flag 1, the condition in which you want them to take off)

 

2.

To have them hold in a position, in a hover, use an orbit

Advance waypoint option > Orbit > speed 0

Then use the same stop condition, IS USER > Flag #

 

Is this what u were looking for?

 

Yup exactly, I'll check it out. I was just wanting it to hold until a object(s) was destroyed. Sounds like this will do the trick.

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