if not, set to configNull. _insertionWp1 setWaypointCompletionRadius 10; #5 This script may or may not fucntion properly when ACE is active. _insertionWp1 setWaypointType "MOVE"; "; sleep 2; Then place down one or several groups with a single Guard waypoint. getting them to land is not a problem ,they just take so damn long to land. Scan this QR code to download the app now. I can help. The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. Subscribe today! "; maker. }; ["Options",true], Introduced in Arma 3, makes group loiter around a position. The OnActivation is Code that is executed on Condition's completion. hint "Command: Request Cancelled"; If the waypoint is not in range, the squad will move to the next waypoint. This is my neat little helicopter extraction script for Arma III. Well, that's a bit more tricky, because in that case you need to "glue together" scripted enforced descent with native AI landing behavior. This category has the following 72 subcategories, out of 72 total. 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. If there are only human players, the helicopter will not land. ["Insertion", [2], "", -5, [["expression", "_thread = 1 spawn dub_fnc_insertion;"]], "1", "1"], Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. Name the marker whatever you want. When added to an artillery crew, the gunner will fire at the waypoint if it is in range. Set, define and use Triggers and Event Handlers. // First create the landing position Disabling invincibility can put the helicopter at risk of getting shot down. In the waypoint's onAct put: this LAND "land"; It'll land and turn off. hint "Pilot: Wait to deploy IR gernade until we clear the area and in range! insertion = [[player,[(". Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. The script will execute. If you request support through the status menu (5 key by default) for a "medic", AI groups assigned this waypoint will move to your location. The pilot is ai but in players group, but I guess it doesn't matter. Utilizes BIS_fnc_wpLand. When added to a fixed-wing crew, they will land at the nearest runway and taxi quickly until they are in position to take off. _veh = [_heliPos, 0, _vehType, InsertionHeli] call BIS_fnc_spawnVehicle; hint "Pilot: Once everyone is out, use the Order HELO RTB to order us home! Guard groups move in the following pattern: A note on the movement. should work, but does that still make the heli do a lazy slow landing ? "Pilot: Pop smoke!" We are all here for the love of the game and the enjoyment of scripting and help others. 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. The group will move to the waypoint, and then disembark from any vehicles its members are in. Scripted helicopter landing (Script Help). _insertWp setWaypointType "Move"; Commands used to create or work with custom channels. "; Place down one or more Guarded By triggers in, for instance, choke points or bases. 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. Hello, I need help with Helicopter Landings for an extraction. hint "Pilot: Once we land, load up quickly"; The group does not move to the waypoint's location, instead skipping immediately to the next waypoint. UPDATE: I forgot to give rep toozealot111for the fastrope. 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 has some vehicles but all vehicles will still not enough to fit the entire group, the leader will order as many troops as possible into both the group's vehicles and the waypoint vehicle. 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). Place this code in folder called "scripts" and name it "insertion.sqf" You can get this by changing RYD_FastLand this way: Set condition of the first trigger to "this" and remove second trigger. Arma 3 Orders coming down from up top brass have called for all Arma 3 helicopter crew to hand in their grenades, leading some to predict we may see a spike in Serenity-like situations. For a full list of available event handlers see, Commands to specifically change font settings of. Like this. Package includes extremely simple example missions. Powered by Invision Community, "),{_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; Note: init.sqf creates the Trigger object that is used to execute the script via radio slot 1 (ALPHA). Commands that don't work as intended or are not implemented at all. //***************************************************************************** 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 :). hint "Pilot: Waiting for orders select a map poistion and use the order pilot action! 2. _caller = _this select 1; Disable whomever gets the action until the heli is destroyed or the insertion is complete. tab - Search for Helipad (invisible). "";"]; Commands related to an unit's inventory. //_caller groupchat "Once we land, load up quickly"; Attach and detach ropes to objects, slingload and drop them. ************************************************************************************************************/ //_caller groupchat "Wait to deploy IR gernade until we clear the area and in range! EDIT: Or in editor place invisible helipad and add Transport unload waypoint on top of that. Created by Alexxxxx. For example: The group will not move to the waypoint location. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Put the exact marker name in the script (Where "Waypoint 1" is). For example fire at a target or check if weapon is lowered. 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. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Follow its given on-screen instructions. waituntil { sleep 1; count( _caller nearObjects ["SmokeShell",50])!=0;}; Tested in SP. "; Helicopters will land on the closest helipad within 500 metres of the waypoint. However, if you can get around the new commands, it can be ported easily. if (!alive helo) exitWith {}; AI landing by Heli BY ENIGX Description: The script orders the landing of AI units via a helicopter on markers placed on the map from editor. This command only works if there is an AI team commander present in the cargo of the vehicle. 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. Just an observation. Commands related to containers like backpacks and vests. 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. 1:44Getting started 2:46Step 1: The approach 4:14Step 2: The balanced state 5:10Step 3: The bleed flare 7:18The Scissoring Technique 7:49_________________________________________________________________Other Important Links:My Mouse Settings and Raw Keybindings/Controls: https://pastebin.com/zjJCLsNXAutorotation Arma 3 Practise Missions to learn with: https://steamcommunity.com/workshop/filedetails/?id=725887530TRACK IR Info: https://www.naturalpoint.com/trackir/ARMA FOV Changer: http://www.armaholic.com/page.php?id=21179Dslyecxi's Channel + Art of Flight series: https://www.youtube.com/user/Dslyecxi https://www.youtube.com/playlist?list=PLQEd6zRLOafVn1SweJmdr-3ICqI885awY_________________________________________________________________P.S. i would just had made a trigger and had the heli fly thru it to activate the trigger, that is now put in my small script page. dub_fnc_rtb = { The syntax of this script is no logner compatible with previous titles since it makes use of commands that were introduced in Arma III. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. The Arma 3 Helicopters DLC is supported by a major Arma 3 platform update, which adds a wide variety of new content and features. However once there it would seem there is no way to announce "Support Done". Hello gentlemen I never meant this to be rude insulting or to turn into something. For example you can do it with a smoke trigger and so on. Not always right next to you. } Commands used to change a unit's identity such as rank, voice and name. However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. - Routes for helicopter placed on map from editor, - Units, once landed, can move to specific waypoints route, - Heli can flies away to a cancellation marker on map or stay in landing position, - Multiple helicopters and units transportation, - Selection of random routes, heli and units. If you run a server and/or know what you're doing, go ahead and tinker with the script all you want. If that happens, the player will be notified that it has been destroyed. By Specifically for landing an AI helicopter on the ground and unloading AI passengers, the waypoint destination for Transport Unload must be a helipad object and be assigned to the pilots, and the separate group as passengers must have the Get Out waypoint at the same location. //_caller groupchat "Wait to pop smoke until we clear the area and in range! This command only works if there is an AI team commander present in the cargo of the vehicle. If you want to go in low, set the flying tincan down, have your mates jump out and lift of in under 20 seconds, you better invest a few month. 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. Also, as mentioned: the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire. Give the video a rating so I know whether to make more videos like this! This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. _insertionWp3 setWaypointCompletionRadius 50; If the group is on foot or inside a ground vehicle, then group will just stand around and the LOITER waypoint will act as a MOVE waypoint. Players can't see it and it will force the AI to prioritize that landing site before any others. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). ********************************************************************/ supply or fuel truck). The group will move to the waypoint's location, and then wait for a point to require guarding. (visiblemap)}; and I have been watching lots of videos on it. AI leaders also tend to request that every single appropriate support group attends them. I can send you the script I use, but I'm currently not on my computer so wait like 12h pls. so i tried doing this and it didnt work can you please explain in more detail, hey have you noticed that this discussion kinda ended three years ago. Once at the waypoint, the group will fill any available seats in the nearest vehicle (and only this vehicle). }; Note only two groups can join at a single Join waypoint. I offered and said pm me since they have already found one. /******************************************************************** //monitor It will only work with AI. 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. It's unique in a sense that: It detects if you have compatible magazines (throwable and 40mm launchable) and will let you use them to mark the LZ. I can get the one mentioned above all to work properly but the helo never comes. One of my pet peeves is when somebody asks for help and gets it and never replies back or if someone has an issues and find some solution but never post it for everyone to see or somebody says they have something that'the main conversation of a thread and they don't share it lol good day gentleman this was not a criticism just an observation for enlightenment Avibird. ["Land", [3], "", -5, [["expression", "_thread = 2 spawn dub_fnc_Land ;"]], "1", "1"] See /wiki/setTriggerActivation for other slot choices. [] spawn dub_fnc_rtb; openMap false; Extract them to C:\Users\YOUR_NAME\Documents\Arma 3\missions\ and open in Editor. Neat script. You still need to put some stuff into eg init.sqf: Then you can control combat landings via triggers, that would execute RYD_FastLand and manipulate RYD_TouchDown to switch the procedure on/off.