arma 3 helicopter landing scriptaustin smith drummer
Over and out! Many have died and failed to attempt this tricky landing, but in this video, I hope you can come away performing it like a pro!I was feeling really overwhelmed by the amount of support, comments and nice messages I've had after my last video about mental health, so as a thank you to all of you lovely people, I put my studies on hold and set about putting this one together. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint. If there is an empty vehicle in the mission editor within about 50m of the waypoint, the group think that the vehicle will still be available even if it has been completely occupied by enemy forces! All rights reserved. ]; /************************************************************************************************************* If attached to an object, the waypoint will remain fixed at the objects initial position as displayed in the mission editor (even if that object actually starts the mission in the cargo of another vehicle or has its position changed by its initialization string). - Because of the way Arma AI work, this script is far from bulletproof (but it is stable). 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? The Weapon Pool enables the player to use weapons from one mission in others. Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. 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. :P In this Arma 3 helicopter landings tutorial, I delve into the mechanics behind the elusive \"bleed flare\" landing. Othwerwise, the helicopter will RTB. "; You can easily create movement patterns for squads and set drop-off points with a lot of blueprints! Place markers on map from editor to identify waypoints for heli and infantry routes. Script will try to autodetect right side if not provided (set to nil). Force Ai Helicopter to land? : r/armadev - Reddit This page was last edited on 4 January 2023, at 18:44. Place that where you want the helicopter to land precisely. helo flyInHeightASL [25,25,25]; Dayz expansion helicopter - nsko.ramelow-ranch.de DESCRIPTIONTotally not recycling contentI promise! This waypoint type can be used to simulate casual off-duty behaviour. "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target and (_target distance getMarkerPos ''safezone'') >= 250']],"addAction",true,true,false] call BIS_fnc_MP; If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. By default, the gunner will fire as fast as possible until he is out of ammo or reaches 100 rounds fired, at which point the squad will move to the next waypoint. Description Description: Forces a helicopter landing. supply or fuel truck). RYD_HAS_AutoGuideB = { if (RYD_TI_ControlTI) exitWith {}; params ["_heli","_lvl","_var","_refPos","_tol","_vMpl","_frc"]; private _vel = velocity RYD_HAS_Chopper; private _lvl2 = (getPos RYD_HAS_Chopper) select 2; private _vel0 = random ((random (2 * _var)) - _var); private _vel1 = random ((random (2 * _var)) - _var); private _vel2 = random ((random (2 * _var)) - _var); private _dst = _heli distance2D _refPos; if (_dst > _tol) then { private _vect = (position _heli) vectorFromTo _refPos; private _spd = ((_dst - 1) max 1) min 10; _vel0 = _vel0 + ((_vect select 0) * _spd * _vMpl); _vel1 = _vel1 + ((_vect select 1) * _spd * _vMpl); }; _heli setVelocity [((_vel select 0) * _frc) + (_vel0 * (1 - _frc)),((_vel select 1) * _frc) + (_vel1 * (1 - _frc)),((_vel select 2) * _frc) + ((_vel2 + ((((_lvl - _lvl2) max (-(_lvl2 * 0.5) max (-2 min -((_lvl2^0.6)/3)))) min (((_vel select 2) max 0) * 1.1)) * _vMpl)) * (1 - _frc))] }; _frc = 0.9; waitUntil { sleep 0.1; _alive = (alive RYD_HAS_Chopper) and {(canMove RYD_HAS_Chopper)}; if not (_alive) exitWith {true}; if not ([] call RYD_HAS_ifChopperReady) exitWith {_unable = true;true}; if (RYD_HAS_FastRoping) then { [RYD_HAS_Chopper,_minLvl,0,RYD_HAS_clickedPos,2,1] call RYD_HAS_AutoGuide; } else { [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; _frc = (_frc - 0.025) max 0; }; ((((getPos RYD_HAS_Chopper) select 2) < (_minLvl * 1.1)) and {((RYD_HAS_Chopper distance2D RYD_HAS_clickedPos) < 4)}) }; After few adaptations. if (!alive helo) exitWith { _caller removeaction _menu;}; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. _________________________________________________________________ Commands used to manipulate weapons. oh ok that's good to hear. All trademarks are property of their respective owners in the US and other countries. AI leaders also tend to request that every single appropriate support group attends them. A guard point or object is only considered guarded if a group has been set to guard it through a Guard waypoint (any other friendly forces in the area are not considered).
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