DrPastah – User

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Helicopter Transport Script

// The Landing needs to be a helipad object. You can use an invisible helipad. spawnTransportQRF = { _spawn = _this select 0; _lz = _this select 1; _exit = _this select 2; // Helicopter with pilots _heliGroup = createGroup WEST; _heli = createVehicle ['RHS_UH1Y_UNARMED_d', _spawn, [], 300, 'FLY']; _pilot = _heliGroup createUnit ['rhsusf_usmc_marpat_d_helipilot', _spawn, [], 300, 'CAN_COLLIDE']; _pilot setRank 'PRIVATE'; _copilot = _heliGroup createUnit ['rhsusf_usmc_marpat_d_helipilot', _spawn, [], 300, 'CAN_COLLIDE']; _copilot setRank 'PRIVATE'; // Put pilots in chopper _pilot moveInDriver _heli; _copilot moveInAny _heli; _heliGroup setFormation 'WEDGE'; _heliGroup setBehaviour 'SAFE'; _heliGroup setSpeedMode 'NORMAL'; // Fireteam _team = createGroup WEST; _newUnit = _team createUnit ['rhsusf_usmc_marpat_d_teamleader', _spawn, [], 300, 'CAN_COLLIDE']; _newUnit setRank 'SERGEANT'; _newUnit = _team createUnit ['rhsusf_usmc_marpat_d_autorifleman', _spawn, [], 300, 'CAN_COLLIDE']; _newUnit setRank 'CORPORAL'; _newUnit = _team createUnit ['rhsusf_usmc_marpat_d_rifleman_m4', _spawn, [], 300, 'CAN_COLLIDE']; _newUnit setRank 'PRIVATE'; _newUnit = _team createUnit ['rhsusf_usmc_marpat_d_riflemanat', _spawn, [], 300, 'CAN_COLLIDE']; _newUnit setRank 'PRIVATE'; // Put fireteam in chopper { _x moveInCargo _heli; } forEach units _team; // Make sure all waypoints are deleted while {(count (waypoints (_team) )) > 0} do { deleteWaypoint ((waypoints (_team) ) select 0); }; while {(count (waypoints (_heliGroup) )) > 0} do { deleteWaypoint ((waypoints (_heliGroup)) select 0); }; // Tell them to land and unload _wp1 = _heliGroup addWaypoint [_lz, 0]; _wp1 setWaypointType "TR UNLOAD"; _wp2 = _team addWaypoint [_lz, 0]; _wp2 setWaypointType "GETOUT"; _wp2 synchronizeWaypoint [_wp1]; _heliGroup addWaypoint [_exit, 0]; _team setFormation 'WEDGE'; _team setCombatMode 'YELLOW'; _team setBehaviour 'AWARE'; _team setSpeedMode 'NORMAL'; [_team, 1] setWaypointSpeed "NORMAL"; }; [spawn, lz, exit] call spawnTransportQRF;