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Helicopter waypoints

Posted: Fri Mar 30, 2012 3:44 pm
by The Texican-PG-
Being new to mapmaking I pose this question.

Image

I am not sure what the green and red boxes are so the question I have is.....

Does this flight path look okay and will the map work if I place objects outside the red box?

Re: Helicopter waypoints

Posted: Fri Mar 30, 2012 6:15 pm
by Bubbachuk-PG-
Yes, you can go outside the red box.

I would have to know how you set up your events for the helo to follow the waypoints to tell you if it will work or not. In general its not a good idea in COOPs to have a helo land then take off within the same waypoint list. Its just not reliable.

Re: Helicopter waypoints

Posted: Fri Mar 30, 2012 6:31 pm
by The Texican-PG-
I just figured that out after two hours of fiddling with it. I separated the waypoints and it seems to be working now.

This is what I have to liftoff, landing, liftoff#2, landing#2

Event 0: Helo Take Off
Delay event 60 seconds <~~~~ to give other time to get into game
Triggers:
Group 1 is within area 1
Actions:
Change SSN 2 AI : Red Alert
Change SSN 2 AI : combat speed = 100 km/h
Change SSN 2 AI : patrol speed = 100 km/h

Event 1: Helo Take Off
Triggers:
Event 0 has been triggered
Actions:
Redirect SSN 2 to waypoint 1-0

Event 2: Slow Helo Down
Triggers:
SSN 2 has reached waypoint 1, 3
Actions:
Change SSN 2 AI : combat speed = 50 km/h
Change SSN 2 AI : patrol speed = 50 km/h

Event 3: Slow Helo Down
Triggers:
SSN 2 has reached waypoint 1, 4
Actions:
Change SSN 2 AI : combat speed = 0 km/h
Change SSN 2 AI : patrol speed = 0 km/h

Event 4: Chinook Land
Triggers:
SSN 2 has reached waypoint 1, 4
Actions:
Change SSN 2 AI : AI state to Land

Event 5: Helo Take Off 2
Delay event 60 seconds <~~~~ Give players time to get off the dadgum chopper
Triggers:
Group 1 is within area 3
Actions:
Change SSN 2 AI : Red Alert
Change SSN 2 AI : patrol speed = 100 km/h
Change SSN 2 AI : combat speed = 100 km/h

Event 6: Helo Take Off 2
Triggers:
Event 5 has been triggered
Actions:
Redirect SSN 2 to waypoint 2-0

Event 7: Helo Slow Down 2
Triggers:
SSN 2 has reached waypoint 2, 2
Actions:
Change SSN 2 AI : patrol speed = 50 km/h
Change SSN 2 AI : combat speed = 50 km/h

Event 8: Helo Slow Down 2
Triggers:
SSN 2 has reached waypoint 2, 3
Actions:
Change SSN 2 AI : patrol speed = 0 km/h
Change SSN 2 AI : combat speed = 0 km/h

Event 9: Helo Land 2
Triggers:
SSN 2 has reached waypoint 2, 3
Actions:
Change SSN 2 AI : AI state to Land

Re: Helicopter waypoints

Posted: Fri Mar 30, 2012 6:44 pm
by The Texican-PG-
How do I get the chopper to stay put until the Blue Players trip the final waypoint and win the game?

Re: Helicopter waypoints

Posted: Sat Mar 31, 2012 7:53 am
by Bubbachuk-PG-
You have it almost right. What you have will get the job done but you can get the same result with less events. Basically what you're doing is sending a helo to a waypoint list, landing it, then sending it to another waypoint list and landing it.
Change SSN 2 AI : combat speed = 100 km/h<-----don't need this 'ACTION' in any event . . . only use patrol speed.
Change SSN 2 AI : AI state to Land<-----Don't use this in COOPS. Helo will land when it reaches the last waypoint in the Waypoint List its following.
Change SSN 2 AI : Red Alert<-----You can't change Alert Status of a vehicle

-----THESE EVENTS ARE NOT NEEDED!-----
Event 1: Helo Take Off
Triggers:
Event 0 has been triggered
Actions:
Redirect SSN 2 to waypoint 1-0

Event 3: Slow Helo Down
Triggers:
SSN 2 has reached waypoint 1, 4
Actions:
Change SSN 2 AI : patrol speed = 0 km/h

Event 4: Chinook Land
Triggers:
SSN 2 has reached waypoint 1, 4
Actions:
Change SSN 2 AI : AI state to Land

Event 5: Helo Take Off 2
Triggers:
Event 5 has been triggered
Actions:
Redirect SSN 2 to waypoint 2-0

Event 8: Helo Slow Down 2
Triggers:
SSN 2 has reached waypoint 2, 3
Actions:
Change SSN 2 AI : patrol speed = 0 km/h
Change SSN 2 AI : combat speed = 0 km/h

Event 9: Helo Land 2
Triggers:
SSN 2 has reached waypoint 2, 3
Actions:
Change SSN 2 AI : AI state to Land
This is how it should look:

Event 0: Helo Take Off
Delay event 60 seconds
Triggers:
Group 1 is within area 1
Actions:
Redirect SSN 2 to waypoint 1-0
Change SSN 2 AI : patrol speed = 100 km/h

Event 2: Slow Helo Down
Triggers:
SSN 2 has reached waypoint 1, 3
Actions:
Change SSN 2 AI : patrol speed = 50 km/h

Event 3: Helo Take Off 2
Delay event 60 seconds
Triggers:
Group 1 is within area 3, and
SSN 2 is in area 3
Actions:
Redirect SSN 2 to waypoint 2,0
Change SSN 2 AI : patrol speed = 100 km/h

Event 4: Helo Slow Down 2
Triggers:
SSN 2 has reached waypoint 2, 2
Actions:
Change SSN 2 AI : patrol speed = 50 km/h

When the helo reaches the last waypoint in Waypoint List 1 and Waypoint List 2, It will land.
How do I get the chopper to stay put until the Blue Players trip the final waypoint and win the game
The helo will not go anywhere unless you set up an event sending it.

Re: Helicopter waypoints

Posted: Sun Apr 01, 2012 10:53 am
by HotStick
The Texican-PG- wrote:How do I get the chopper to stay put until the Blue Players trip the final waypoint and win the game?
Bubba is correct in that the chopper will stay parked until it an event occurs. If you want to have the players board the chopper and fly away at the end, you will have to have a third set of waypoints that would be triggered by Blue entering an area trigger at the parked chopper. You know about the delays, so you might want to set a 30+ delay so that stragglers can get onboard before the departure. Then simply set a Win Game event with an area trigger in the air for the chopper and Blue to enter to win the game at the last chopper WP.

:geek: :geek: :geek: :geek: