I'm pretty sure the hints show up, they did both times I tested the mission after I'd added them. They aren't like the Objective complete ones, they don't make a noise, they just appear in the middle of the screen. Exactly how they did in the official SP missions and the campaign.
When you say it didn't show the player his next waypoint do you mean after he destroyed the radar? That worked for me exactly how it should.
And the helicopter landed both times for me when I tested it. Before setting it to Careless and Never fire, it would always engage any remaining enemy forces and would not land until they were taken out. This often caused it to crash into the trees around it. When I put it on Careless and Never fire, it didn't do that anymore. Perhaps adding
this setCaptive true to it would improve it further by not making the AI engage it at all.
This is quite odd. I'll have a look and see if I can find any of these problems and then try to fix it.
Edit: Ok, I tested it again, and all of the hints work:
The tasks also complete and switch how they should:
And the chopper lands every time it should in the mission.
However, I've found out why the chopper may not land sometimes. Due to the way you've done it with waypoints, the player has to have reached the get in waypoint which is synchronized with the chopper's load waypoint before the chopper will actually land. Therefore, if the player has not already reached that waypoint, the helicopter will not land.
This can easily be fixed by using a script and a few changes. First, change the chopper's load waypoint to a move waypoint and put in it's activation line:
null = [] execVM "chopperLand.sqf"
Then give it a move waypoint immediately after it with the condition:
allIn
Then change the player's get in waypoint to a move waypoint and synchronize it to a new trigger with the condition:
atLZ
And then give the player a get in nearest waypoint immediately after it.
Inside the chopperLand.sqf file, there needs to be the following:
atLZ = true;
Helo land "GET IN";
waitUntil {({_x in Helo} count (units grp1)) == count (units grp1)};
allIn = true;
So now it won't rely on the player to have reached the waypoint for the chopper to land. I've attached the version with these fixes to this post. Unfortunately, that's the only way I know how to do this. It's worked for my missions in the past. I hope it's what you're looking for. Everything else appears to be working.
Edit: attachment utilised; removed - WEK