Liqu1dShadow 32 Report post Posted November 15, 2017 Is there a mission system or separate add-on that can spawn two heli's to fly round a map at specific way points? Id'd really like that Share this post Link to post Share on other sites
hogansheroes 374 Report post Posted November 15, 2017 a3_exile_occupation should beable to do this with SC_occupyVehicleFixedPositions 1 Share this post Link to post Share on other sites
Liqu1dShadow 32 Report post Posted November 17, 2017 I think this is only a point in which the heli will spawn then randomly fly about. I want it to follow a path Share this post Link to post Share on other sites
hogansheroes 374 Report post Posted November 17, 2017 a3xai may have this feature 1 Share this post Link to post Share on other sites
Riker2335 171 Report post Posted November 23, 2017 I had a look through A3XAI's config and I can't find any method to set waypoints, just fixed spawn location with random roaming like Occupation has. I've seen this done on ARMA 3 servers with vehicle patrols but not helicopter patrols yet. Might be something worth writing if you want it, perhaps you could look at the Occuption transport code as a bit of an idea of where to start? My only comment is that having an offsensive heli on a fixed path will result in people building their bases on its' path so they can destroy it and take any loot. I know I did on an old Overpoch server 1 Share this post Link to post Share on other sites
Z80CPU 527 Report post Posted November 24, 2017 (edited) Hello @Liqu1dShadow - It may not be what you want, but it WILL work! Open up the map in SP editor Place your heli down and configure as you desire setting the 'PLACEMENT RADIUS' to a large number Place your WP's as you desire Loop the WP's Save the mission Re-PBO If you set the radius to a large number such as 3km, then the heil will spawn somewhere in the 3km area. BUT, as @Riker2335 stated, this becomes a 'known path'. Granted, they will not know where it will start, but they WILL KNOW where it be going. HOWEVER, using some very simple scripting, you can add/subtract random numbers from each WP on every restart or cycle. I would suggest on each cycle. Place said script in the 'On Activation' field of WP1. This would be an easy solution to what you seek and would help avoid the 'pattern' mentioned. Edited November 24, 2017 by Z80CPU 2 Share this post Link to post Share on other sites
Liqu1dShadow 32 Report post Posted November 24, 2017 thank you, I shall do some reading Share this post Link to post Share on other sites
Chainsaw Squirrel 144 Report post Posted November 27, 2017 @Z80CPU SP Editor ????? you mean a3 editor ?? Share this post Link to post Share on other sites
Z80CPU 527 Report post Posted November 27, 2017 SP editor = ARMA's Single Player Editor... Just set an invisible marker with a 'name', for each WP, then the script can 'find it' and get its coordinates at which time you and use random numbers to add/subtract from it and 'place' the WP. A simple example which I use in one of my scripts: _wp0 =_unit1n addWaypoint [getMarkerPos "AirAttack", 0]; _wp0 setWaypointType "sad"; _wp0 setWaypointSpeed "LIMITED"; _wp0 setWaypointStatements ["true", format ["hint %1;",_leavemsg]]; _wp1 =_unit1n addWaypoint [getMarkerPos "AirStart", 1]; _wp1 setWaypointType "sad"; _wp1 setWaypointTimeout [_waitfor, _waitfor, _waitfor]; Make 100% sure, that you use the setWaypointCompletionRadius command! Or else they may never finish! The AI cannot return to the EXACT spot where they started, especially, if they are an aircraft. Using this command, when they get 'close' to the starting position, xyz will happen. In my script, the vehicle and crew get deleted. _wp2 =_unit1n addWaypoint [getMarkerPos "AirStart", 2]; _wp2 setWaypointType "move"; _wp2 setWaypointCompletionRadius 100; _wp2 setWaypointStatements ["true", "cleanUpveh = vehicle leader this; {deleteVehicle _x} forEach crew cleanUpveh + [cleanUpveh]; deleteGroup _unit1n"]; 2 Share this post Link to post Share on other sites
Chainsaw Squirrel 144 Report post Posted November 27, 2017 Thank yOU that cleared it up .. nice of you to include sample code to test with Share this post Link to post Share on other sites