Jump to content

Photo
- - - - -

AI Heli Control 1.0


  • Please log in to reply
152 replies to this topic
Thread Starter
fredkatz
fredkatz

    Corporal

  • Members
  • 61 posts

#1

Posted 30 December 2011 - 17:23

Hi

I have been browsing these forums for some time seeing all of the great addons that this community has created and I would like to add another one

AI Heli Control 1.3

After I started playing ArmA 2, I love to fly helicopters and airplanes and was impressed that the AI could land helicopters anywhere, but there were no commands to allow landing other than disembarking the pilot and then the AI would land it in the worst possible location, so I wrote this script system.

Adds some Actions to the menu of the heli to command landing and pickup, also features a LZ system

Images
-------


Required Addons
----------------
CBA - Extended Eventhandlers

Optional Addons
---------------
MP Compatible Fast Rope Addon

Features
--------
Ability to create a LZ for the helicopter
Commands to land the helicopter
Commands to fly at different heights

if the MP Compatible Fast Rope Addon is installed
you can command a ai pilot to fastrope infantry anywhere on the map

Download
---------
The link below has both 1.3 and the now old 1.2 version available

AI Heli Extras


I hope it makes controlling AI Transport helicopters easier! :D

Edited by fredkatz, 21 January 2013 - 15:32.
Version 1.3 Released!


Angus S
Angus S

    Staff Sergeant

  • Members
  • 208 posts

#2

Posted 31 December 2011 - 00:28

I think I love you...

kremator
kremator

    Major

  • Members
  • 7526 posts

#3

Posted 31 December 2011 - 00:42

VERY nice...... Will get this asap!

Thanks for sharing!

miller
miller

    Master Gunnery Sergeant

  • Members
  • 1058 posts

#4

Posted 31 December 2011 - 01:45

Great, thanks fredkatz :smile_o:

ArmA2Base.de Mirror:

AI Heli Control 1.0 by fredkatz

required
ArmA 2: Combined Operations
Community Base Addons
MP Compatible Fast Rope Addon (Optional)


Kind regards
Miller
German ArmA News Pages

Posted Image Posted Image

Angus S
Angus S

    Staff Sergeant

  • Members
  • 208 posts

#5

Posted 31 December 2011 - 07:43

Just tried this, it's amazing. Great work

Lee_H._Oswald
Lee_H._Oswald

    Chief Warrant Officer

  • Members
  • 3240 posts

#6

Posted 31 December 2011 - 08:49

Very helpful, thank you!


MfG Lee

kremator
kremator

    Major

  • Members
  • 7526 posts

#7

Posted 31 December 2011 - 09:05

Right just tried this and I am impressed.

Few things that I found, in no particular order (and will continue to add as I test further)
1) If the LZ is over about 100m the AI will choose a more local LZ (and ignore your one)
2) Once you have landed, a take off action would be great !
3) As the gunner issuing MOVE commands would be great !
4) I recommend ONLY having the actionmenu when inside the helo, as being outside spawns TWO copies of action menu.
5) If you have carried out a combat insertion (and you have landed), then you need a TAKEOFF action again, as sending them to 25m they say ('decreasing altitude to 25m'!)
6) If pilot is in a MOVE, he will wait until that is complete before executing your command.
7) If pilot (or more importantly not NEAR any helicopters), remove all actions :)

STILL TESTING ...... impressed! Will post more as I come to it.

PS IDEA ... micromanaging forward, back, left, right movement would be amazing :)

Edited by Kremator, 31 December 2011 - 09:49.


foxhound
foxhound

    Retired Moderator

  • Members
  • 11360 posts

#8

Posted 31 December 2011 - 12:32

Release frontpaged on the Armaholic homepage.

Posted Image
AI Heli Control v1.0

Posted Image
Community Base addons
Arma 2

Optional:
MP Compatible Fast Rope Addon


Visit Armaholic.com | Visit Carriercommandaholic.com
Posted Image
Public FTP available, just check the Armaholic.com FAQ.

HMM........wonder what it is huh?

zeufman
zeufman

    Lance Corporal

  • Members
  • 59 posts

#9

Posted 31 December 2011 - 13:30

just genius !!!

thx for the release

electricleash
electricleash

    Staff Sergeant

  • Members
  • 351 posts

#10

Posted 31 December 2011 - 14:18

This is great!
I'm currently testing without the fast rope installed.
An 'Engine start' and then a 'Dust Off' command would certainly be good, so as to have the chopper wait on the ground until told, rather than having to create a move order to start up.
Can't really tell the difference between the various landing systems, the chopper tends to turn in the air when landing in all instances whereas a combat landing to me is a very fast touch down then off either in a straight line or at least with a particular direction in mind.
Hopefully this sounded constructive as it really is a great addon thus far!

Also wanted to add changing the LZ object to an invisible LZ, though it's probably useful for debuging.

E

Edited by Electricleash, 31 December 2011 - 14:28.
additions

You ask what is the greatest failing in you? You keep accounts badly: You rate high what you have paid out but low what you have been paid."
― Seneca


The angry person is acutely sensitive to all they are owed by the world, and blind to all they have received”

― Jules Evans, Philosophy for Life: And Other Dangerous Situations


My ARMA 3 Feedback Tracker Tickets: 04/08/15
0020548: Effects modules (ZEUS) - IR grenade cannot be removed or switched off

PC Fractal Design Node 304 | Win7 64bit | Core i7 4770k 3.50ghz | 8GB | Geforce GTX650Ti BOOST | SSD 256GB 830 Tiny but MIGHTY!


Robalo
Robalo

    Sergeant Major

  • Members
  • 1895 posts

#11

Posted 31 December 2011 - 15:08

Hey fredkatz,

Thanks a lot for this, I am testing it with fast-roping out of an AI-driven helicopter in CLAfghan and this is really useful.
Small suggestion: only show the fast-roping actions if you detect Norrin's pbo loaded, like:
if (isClass (configFile >> "CfgPatches" >> "norrn_dbo_fastrope")) then {
< show fast-roping actions >
};
I'm using it with ACE fast-roping actually (after I tricked the component for my mission to allow anyone to deploy the rope).
Also a question: what's your policy about embedding your scripts into a mission directly to avoid creating an addon dependency ? I tested this and it was really easy to integrate. If you support this method, I can provide the quick howto.

henrique_rp
henrique_rp

    Corporal

  • Members
  • 61 posts

#12

Posted 31 December 2011 - 16:53

Hello Sir,

Absolutely stellar mod. Could I ask for yet another feature?

The ability to further control the Helo AI like we do with ground-based vehicles, such as Move Forward, Left, Right, Fast, Reverse.


Is that doable?

If so, that would be a fantastic breakthrough in ARMA.

Thanks again for a great addon!!! :):):)

Best regards!!!

mrcash2009
mrcash2009

    Second Lieutenant

  • Members
  • 4228 posts

#13

Posted 31 December 2011 - 17:18

Hi im using latest ACE 1.13 with hotfix and also CO 1.60 + latest beta, I have installed this mod, and all the options show in menu for helis, bit no matter what I do nothing happens. I placed a marker on map, then tried combat insert ... nothing, AI doesn't start engine and nothing occurs.

Tried little bird, huey, even ah64 as gunner for fun, but nothing happens. Wondering what would be the conditions for this not to work?

I tried with AI pilot heli's, empty helis and me placing one of my team as pilot and as passenger, and nothing ... chin stroke session for me :) I will test a bit more and see what's making it fail at the moment.

I am right in thinking I place a AI heli vehicle on the map, jump in the back, place an insertion marker through menu, then select a insertion type and then pilot should start up and then fly to location, right?

Edited by mrcash2009, 31 December 2011 - 17:24.


SICK OF IDIOTS & STEAM.


Robalo
Robalo

    Sergeant Major

  • Members
  • 1895 posts

#14

Posted 31 December 2011 - 17:24

You still need to issue the pilot a move order as usual.

mrcash2009
mrcash2009

    Second Lieutenant

  • Members
  • 4228 posts

#15

Posted 31 December 2011 - 17:27

But to move I would click map, which then im unsure why I would place a marker?

Also, how would I issue a move if its not a pilot under my team control?

Sorry I must be having a dumb ass moment, but I cant see whats what here :)


SICK OF IDIOTS & STEAM.


Robalo
Robalo

    Sergeant Major

  • Members
  • 1895 posts

#16

Posted 31 December 2011 - 17:34

But to move I would click map, which then im unsure why I would place a marker?

Also, how would I issue a move if its not a pilot under my team control?

Sorry I must be having a dumb ass moment, but I cant see whats what here :)


The scripts seem to be made for AI pilot under direct player's control.
The "create LZ" action simply makes a helipad which is helping AI land precisely at that spot when you are ordering a land/insertion/pickup within 500m of it.
What's nice is that you can send all those orders to the pilot even when you're not in the helicopter, using the action menus (select pilot - 6) so you can have them come to you, pick a good LZ yourself and order them to land there without having them to dismount.

Edited by Robalo, 31 December 2011 - 17:39.


trini scourge
trini scourge

    Staff Sergeant

  • Members
  • 243 posts

#17

Posted 31 December 2011 - 18:55

I have newest ACE and 1.6 installed and I don't get a menu. I have all of the requirements any ideas about what's wrong?

Thread Starter
fredkatz
fredkatz

    Corporal

  • Members
  • 61 posts

#18

Posted 31 December 2011 - 19:30

@Robalo
I have no problem with a script version that is stand alone and thanks for the idea to check for the fast rope addon, will add that for the next release

@Kremator
I have never had a problem with multiple action menus :confused:
As for the take-off command, that could be added for the next version
I don't know if you can command AI pilots to move short distances in any direction, I have had problems to make the heli move any distance less than 100m

@Electricleash
The start engine and dust-off commands would be very useful I will see if I can add them in for the next release
The landing methods are the default ones included with heli scripting,
  • Land - Lands the heli and turns off the engine
  • Combat Insertion - Lands the heli and leaves the engine on (Might need to be changed?)
  • Combat Pickup - Is sometimes strange, sometimes it lands, sometimes it hovers (Probably needs to be changed too)
I guess I left the visible helipad in there, it is a useful debug tool, but need to become a invisible helipad for the next release

@trini scourge
Some helicopters might not be supported at the moment, I have ace and will add any missing helicopters for the next release

trini scourge
trini scourge

    Staff Sergeant

  • Members
  • 243 posts

#19

Posted 31 December 2011 - 20:01

Ahh yes. It works with the vanilla aircraft. Great addon!

mrcash2009
mrcash2009

    Second Lieutenant

  • Members
  • 4228 posts

#20

Posted 01 January 2012 - 12:13

Im still unsure how im managing to be confused about this addon but here goes:

I have AI to fly that can only be under my command (to tell them to move) ... I then point click on map to tell them to move, as we are flying do I THEN place a marker and select the landing options?

Becuase I was placing the marker first, then getting heli to take off, then while flying selected to land, heli would go to near the marker, then turn around go all the way back to where we started and only at that stage initiate/acknowledge landing and land where I began ... so is it me doing things in the wrong order or a bug?


SICK OF IDIOTS & STEAM.