Problem is, the Attack helicopter at Komarova is also wondering a bit too close to Balota airport and taking out the baddies there which is NOT what I want it to do.
Try this mate....
Add this to the init of the leaders of the baddies groups.
Code:
MakeBaddiesHostile = false; nul = [group this] execVM "test.sqf";
Create a script in your mission folder called test.sqf or whatever you want... and put this in it....
test.sqf:-
Code:
_group = _this select 0;
{_x setcaptive true} foreach units _group;
waituntil {MakeBaddiesHostile};
{_x setcaptive false} foreach units _group;
At the waypoint where you want the choppers to start attacking the baddies put this in the On Act.
Code:
MakeBaddiesHostile = true;
********
...and the other is placed way South in the ocean as HOLD for them to run out of fuel (I know it sounds cruel, but I won't be needing them and set the fuel levesl quite low. Is there a more merciful way of doing that?
For this part the helos must have names.
If the helos are in the same group...this will delete them when they reach the waypoint. Put it in the waypoint's On Act.
Code:
{deletevehicle _x} foreach crew helo1; deletevehicle helo1;{deletevehicle _x} foreach crew helo2; deletevehicle helo2;
If they are not in the same group.....well.... I'm sure you'll figure that out!
Hope that helps.
EDIT: The way this will work is the baddies will shoot at the choppers but the choppers won't shoot at the baddies until MakeBaddiesHostile = true