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Posted

I'm sure there are multiple ways to do this, but the one I figured out isn't very elegant, so I'm wondering what the experts would do.

 

What I'm trying to do is have a static helicopter become active after the destruction of a nearby unit (yeah - it's time to get out of Dodge Vladimir!).. This is just a helo in a field, not on a FARP or airbase.

 

So I can't see a way to place a helicopter via the ME as anything other than a static helo if it isn't on an airbase or FARP, so I place a helo as a static object. My brilliant mind figured - OK, upon destruction of the nearby unit, I can just make the static helo go away, and replace it with a helo hovering at 1 meter. Well, I can't seem to stumble across a way to make the static helo disappear via a trigger (destruction of the nearby unit). I think I can destroy the helo, but that doesn't really hold the illusion of the second helicopter being the same one that was on the ground.

 

Out of curiosity - why can't we just place a helo on the ground and have it be a delayed activation (or delayed AI activation) based on a trigger? Or am I missing something?

 

Any ideas? Unfortunately my creative brain is way further along than my mission editor comprehension skills at this point..

 

:doh:

 

BeachAV8R

Posted

you can use this "old" post: LINK to have an AI aircraft on the airfield, ready for takeoff, if your trigger condition match....!

 

Try it this way:

 

Units:

AI Plane Unit - Name: Stinger (F-15 C)

AI Ground Unit - Name: Fox (HMMWV)

 

First Steps:

 

Place Units:

- Place Stinger at Parking "xy" and "Takeoff from ramp"

- Place Fox in front of Stinger (not to short) and Add Waypoints to the side (Speed NOT to zero!!!)

 

Trigger Menu:

Mission Start // Random 100 // Group AI off - Group "Fox"

Once // Random 100 // Radio item Add: "Call CAP" - Flag 1

Once // Flag is true - Flag 1 // Group AI on - Group "Fox"

 

Player / Client:

Set it where ever you want....

 

Start Mission:

Stinger will now stand at the parking area with running engines.

If you no go to the Communication-Menu klick F-10 "Other" you will see "Call CAP" (F-1) - Klick F-1 when you want and then the HMMWV will move away from Stinger and the plane ist taxiing to the runway - thats all!:smilewink:

 

You can also trigger the Group AI on with other conditions in the trigger menu!

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Ghost0815

Posted

Yeah, but I think that will only work on an airfield - my unit is a helicopter out in a field with no FARP or airfield..which is far as I can tell, you cannot place as an AI unit, only a static object...

Posted

I recently made a mission with this sort of problem. What I did is a bit crude, but it seems to work ok. I simply place the active helicopter unit with an initial altitude and speed so as to avoid hitting anything. I then set its initial waypoint (Not waypoint 1, the initial position waypoint) Advanced Waypoint Option to "Perform Task -> Land, and move the landing marker to the point you wish it to be located. In the same window I click on the Stop Condition button and set the "Is User Flag" to a certain flag number. Then I basically use a triggered event to turn that flag on thereby telling the helo to continue on his way. It's crude, and the chopper will sit there with engines running and rotors in the spin, but it works. There may be some sort of scripting feature that could do what you'd like without the aircraft being left up and running, but lua might as well be Sanskrit to me.

 

Good luck with your mission!

[sIGPIC][/sIGPIC]

Posted

I tried to use MIST to teleport a heli with "ramp start" to a point in the open field, hoping to get the possibility to start somewhere off an AF or FARP, but it didn´t work, as the player was kicked to spectator position the moment the heli was teleported. If it is possible with an AI chopper I don´t know. You would have to use MIST and a few lines of scripting to try.

[sIGPIC][/sIGPIC]

 

Unsere Facebook-Seite

Posted
I recently made a mission with this sort of problem. What I did is a bit crude, but it seems to work ok. I simply place the active helicopter unit with an initial altitude and speed so as to avoid hitting anything. I then set its initial waypoint (Not waypoint 1, the initial position waypoint) Advanced Waypoint Option to "Perform Task -> Land, and move the landing marker to the point you wish it to be located.

 

This worked great! Thanks!

 

BeachAV8R

Posted

Glad it worked out for you Beach. And yes, a "Takeoff from anywhere" would be a real nice option to have. I'd also like to see some way of simulating a "Jump FARP" using only ground vehicles or a 47 with fuel bladders instead of the fixed PSP FARPs we currently have. Would make for more dynamic missions.

[sIGPIC][/sIGPIC]

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