OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mandoble on 12 May 2007, 17:11:47

Title: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Mandoble on 12 May 2007, 17:11:47
Non primary runways, tracks or roads are no more a limit for AI pilots (or human ones) :D

(http://www.terra.es/personal2/matias.s/runaway.jpg)

mando_takeof2.sqf v2.5 for ArmA 1.05 or above
Forces a plane to take off following indicated positions array before starting the final run and then takes it off. Runways are not needed as long as terrain is flat enough. Vertical and traditional takeoffs supported.

mando_land.sqf v1.3 for ArmA 1.05 or above
Forces a plane to land at the indicated position and then to follow any provided taxi positions. Runways are not needed as long as terrain is flat enough. Vertical and traditional landings supported. If the player is the pilot, ISL marks are added to the HUD to help him aproach the first two landing positions before switching on the automatic landing procedure.

(http://www.terra.es/personal2/matias.s/harrier.jpg)

(http://www.terra.es/personal2/matias.s/harrier2.jpg)

(http://www.terra.es/personal2/matias.s/runaway2.jpg)

mando_eject.sqf and mando_ejectunit.sqf v1.1 for ArmA 1.05 or above
Ejects the crew of a plane simulating rocket ejection seats and giving an small boat to the pilot where the crew will join if they ejected over water.

(http://www.terra.es/personal2/matias.s/eject.jpg)

EDIT:
mando_land.sqf updated to v1.1
mando_takeoff2.sqf updated to v2.3
mando_eject.sqf and mando_ejectunit.sqf updated to v1.0

- Landing and take off scripts have been vastly fine tuned to be accurate enough even with a x4 time acceleration.
- Planes in final landing aproach reach now a lower angle of attack to avoid damage when touching the ground.
- Taxiing planes agility has been increased to favour with more turn degrees per second those with slower machines or low frame rate, as they needed more time to perfom the turns when aligning with taxi positions.
- Harrier no longer obstruct the path of taxiing Flankers in the demo.



EDIT (May 28):
mando_land.sqf updated to v1.2
mando_takeoff2.sqf updated to v2.4

- Landing is now much more accurate for vertical landings.
- Added internal variables to the planes while they are taking off or landing, so current takeoff or landing phase may be easily checked to synchronize multiple takeoffs and/or landings of several planes.
- Added ground avoidance to landing planes for final aproach phase, this prevents planes crashing with mountains when they need to land just at the other side of the mountain. For vertical landings, planes needs at least 800m of clear space between its aproaching heading and the landing point, 1500m for traditional landings.
- Included a new demo mission: verticality.
- Runway demo mission adjusted to new scripts versions.



EDIT (Jun 3):
mando_land.sqf updated to v1.3
mando_takeoff2.sqf updated to v2.5
mando_eject.sqf and mando_ejectunit.sqf updated to v1.1

- Units ejecting over water get the zodiac once they are swimming and not while they are descending.
- Taking off planes now switch ON the lights automatically, even when driven by the player.
- Added a step by step tutorial for automatic take offs.
- Added a new demo/tutorial mission: mando_ils.Sara
- If the player is the plane's driver, ILS marks are projected in the HUD to help him aligning with the two first landing positions before switching on the automatic landing procedure.
  
ILS Marks:



MP note
The scripts should be MP fully compatible as long as you execute them where the pilot of the plane is local.
Title: Re: Mando Take Off
Post by: JasonO on 13 May 2007, 20:24:23
This is very helpful. You've found a solution to bypassing the game engine limitations once again :clap:

I thing I did notice was that when I told the harrier to take off (while the SU-34 was in the process of taking off) it had smoke pouring from it. I didn't see why as I was watching the SU-34, but I turned around and the harrier was on fire nearly. It then took a differnt direction to the small town on Rahmadi and took off there.

Apart from that, all very good. Nice to see some farmers are getting some airtime to :P
Title: Re: Mando Take Off
Post by: D_P_ on 14 May 2007, 00:14:29
Mandoble! Your scripts are so helpful man! Really - you've saved me so much leg work!
THANK YOU!

...if you ever in Seattle - I'll buy the drinks!  :good:
Title: Re: Mando Take Off
Post by: bedges on 14 May 2007, 00:41:05
mandoble is indeed the man... we're lucky to have him on the team. :cool2:
Title: Re: Mando Take Off
Post by: smoke52 on 14 May 2007, 04:14:17
nice job, checking it out
Title: Re: Mando Take Off
Post by: Mandoble on 14 May 2007, 11:32:39
Guys, remember I'm enjoying with this as much as you do  ;)
And I'm taking note about free drinks in Seattle, but if you even in Spain, you'll buy the drinks too  :P
Expect a more advanced version in few more hours including taxiing to take off and a surprise for bailing out pilots  ;)
Title: Re: Mando Take Off
Post by: JasonO on 14 May 2007, 20:14:20
Sweet. I'm looking forward to it.
Title: Re: Mando Take Off
Post by: Mandoble on 15 May 2007, 01:33:21
As promised, 2.0 is now available.

Some aditions:
Taxi operations, taxi max speed and taxi positions array added
Wait for "n" crew members to be inside before starting taxi, now dont need GET IN WPs to execute the script, you may even execute it from init.sqs and the script will wait til indicated crew is inside.
Wait for indicated seconds before starting taxi procedure after all crew is inside, so you may sync many take off using the same runaway.
Title: Re: Mando Take Off
Post by: ViperMaul on 15 May 2007, 02:54:44
Thanks Mando!!
Title: Re: Mando Take Off
Post by: Mandoble on 15 May 2007, 16:23:37
Updated to V2.1 and added a new ejection seats script.
Damage of the planes are now under control too, they may abort take off procedure if too much damage or eject the crew if the plane is already climbing up.
Radio communications were also added between control and pilots taxiing and taking off.
Title: Re: Mando Take Off
Post by: Blanco on 16 May 2007, 23:29:40
Just tried the new version. Great as always  :good:

About the demo:
The only pilot with problems is the camel. He takes off but he crashes when he reaches his final speed after take of.
I didn't try to run the script with other parameters tho...

I won't be suprised if you post a landing script in the future  :) Great work.
Title: Re: Mando Take Off
Post by: Mandoble on 16 May 2007, 23:41:32
oh, but that is the old version (the simplified one), not the new one (mando_takeoff2.sara) :whistle:
In the new one you will take off with the camel after a group of Su34 scrambles :P

About that camel crashing after take off, I found where the issue is: in ArmA, as usual. If the camel gets too high the pilot is not able to resolve the path to next waypoint, for some reason heads to the ground or sea and crashes.

Edit: and you are right, automatic beta landing script is open in front of me now  :D
Title: Re: Mando Take Off
Post by: Blanco on 17 May 2007, 01:03:30
Quote
oh, but that is the old version (the simplified one), not the new one (mando_takeoff2.sara) Whistle
In the new one you will take off with the camel after a group of Su34 scrambles Tongue

Whoops, my bad.  :-[

Ok, I saw it now. Splendid work, simply amazing.

How the hell did you create that 3D text effect?
Hmmm...two text resources on top of each other with a slight offset to simulate a 3D effect?
Hehe, well done  :)
Title: Re: Mando Runaway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 20 May 2007, 18:45:21
Automatic landing script included  ;)
Vertical landings and takeoffs also implemented.

EDIT: In the process of making these scripts resistant to up to x4 time acceleration. ArmA loses too much accuracy with time acceleration and so does any script guiding a moving object, to, that moving object's agility must be incremented proportionaly to current acceleration factor.
Title: Re: Mando Runaway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Cole on 21 May 2007, 20:26:32
Hi Mandoble,

The script looks very nice, but when I try to run the demo, the Su-34's are taxiing and then they crash into the harrier (harrier doesnt move because the pilot keeps standing in front of it) and explode. Am I dumb or is there something wrong with the script?

Thanks for reply
Title: Re: Mando Runaway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 21 May 2007, 22:24:12
The Su crash into the harrier? Taxiing for takeoff or after landing?

EDIT:
mando_land.sqf updated to v1.1
mando_takeoff2.sqf updated to v2.3
mando_eject.sqf and mando_ejectunit.sqf updated to v1.0

- Landing and take off scripts have been vastly fine tuned to be accurate enough even with a x4 time acceleration.
- Planes in final landing aproach reach now a lower angle of attack to avoid damage when touching the ground.
- Taxiing planes agility has been increased to favour with more turn degrees per second those with slower machines or low frame rate, as they needed more time to perfom the turns when aligning with taxi positions.
- Harrier no longer obstruct the path of taxiing Flankers in the demo  ;)

Hope all that took away with any existing problem.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Buliwyf on 24 May 2007, 00:54:18
Nice script... thanks.. and some questions...  ;)

- does it works in multiplayer?
- is there any chance to make something like this using with helicopters?

 :whistle:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 24 May 2007, 01:34:58
Dont see any reason why these would not work in MP as long as you ensure these are executed there where the corresponding aircraft is local, which is not always the server.

About choppers, they do not taxi (well, they do, but still flying), they dont need complex aligments to takeoff or land, so what do you mean exactly with "make something like this with choppers"?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Buliwyf on 24 May 2007, 09:39:29
Oh.. last week i saw a documentation of upcoming PAVEHAWK pilots on tv... they do taxi...  ;)

But what i mean is that choppers in ArmA not really do what i configured their waypoints. I need much luck if a AI pilot lands the chopper at a point i wish. To land on roofs is practically impossible. A scripted solution like yours would be nice...

Thanks & sorry for bad english...  :confused:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: bedges on 24 May 2007, 09:57:47
ah, but mandoble has indeed created something along these very lines - click here (http://www.ofpec.com/forum/index.php?topic=27360.0).
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 24 May 2007, 10:27:17
Yep, mandoheliroute.sqs should be compatible with ArmA too. You may also use the scripts present here selecting vertical mode, just like the harrier. But for choppers these script should be modified slightly as they (the choppers)advance with negative AOA and brake with positive AOA. More than probably I'll incorporate that option in next version just for choppers  ;)
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Buliwyf on 24 May 2007, 10:48:47
Oh, great.. i will test the script later this day... thx

 :good:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 24 May 2007, 20:27:23
Is this kind of landing accuracy what you are looking for?  :D

(http://www.terra.es/personal2/matias.s/harrier.jpg)

just wait a bit for next release of mando_land.sqf :cool2:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Buliwyf on 25 May 2007, 12:09:57
 :clap:(http://www.tactical-squad.de/www/images/smileys/drool.gif)
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: JasonO on 25 May 2007, 19:09:41
Nice.. VTOL for AI ?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 25 May 2007, 20:24:17
For the plane, doesnt matter who is inside as long as there is a pilot, AI or human.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 28 May 2007, 20:24:27
Big update  :D

mando_land.sqf updated to v1.2
mando_takeoff2.sqf updated to v2.4

- Landing is now much more accurate for vertical landings.
- Added internal variables to the planes while they are taking off or landing, so current takeoff or landing phase may be easily checked to synchronize multiple takeoffs and/or landings of several planes.
- Added ground avoidance to landing planes for final aproach phase, this prevents planes crashing with mountains when they need to land just at the other side of the mountain. For vertical landings, planes needs at least 800m of clear space between its aproaching heading and the landing point, 1500m for traditional landings.
- Included a new demo mission: verticality.
- Runway demo mission adjusted to new scripts versions.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 03 Jun 2007, 21:07:39
New update:

mando_land.sqf updated to v1.3
mando_takeoff2.sqf updated to v2.5
mando_eject.sqf and mando_ejectunit.sqf updated to v1.1

- Units ejecting over water get the zodiac once they are swimming and not while they are descending.
- Taking off planes now switch ON the lights automatically, even when driven by the player.
- Added a step by step tutorial for automatic take offs.
- Added a new demo/tutorial mission: mando_ils.Sara
- If the player is the plane's driver, ILS marks are projected in the HUD to help him aligning with the two first landing positions before switching on the automatic landing procedure.
   
ILS Marks:

    * Center green: Good speed.
    * Center red: Slow down.
    * Up yellow: Raise nose.
    * Down yellow: Lower nose.
    * Right yellow: Yaw to the right.
    * Left yellow: Yaw to the left.
    * External marks in red: Dont move nose to that direction.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Buliwyf on 08 Jun 2007, 01:35:35
Nice work.. thx

 :clap:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Tatu on 08 Jun 2007, 16:36:08
Cannot get my hands ont this beauty  :good:, the link lead to OFPEC homepage.  :o
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 08 Jun 2007, 17:14:00
The download link works fine for me  :scratch: (just at the very first post).
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Tatu on 08 Jun 2007, 17:26:35
My fault,

Firewall Settings.  :whistle:
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Captain on 09 Jun 2007, 06:29:56
Fantastic work on this script set Mandoble :good:

I must admit I've only had a quick test of the included missions but I was wondering if it would be possible, during player control, that the landings are completely player guided up until the wheels hit the ground and then the script takes over for the rest of the landing and taxiing? I just felt a bit ripped off when I piloted all the landing waypoints myself but then had control removed for the last 150 odd meters. I'd like to guide it to touchdown myself. if this is already a feature then forgive my ignorance.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Mandoble on 09 Jun 2007, 11:41:25
Well, as a player, you are always free to land planes where you want, you dont really need a raw scripted landing except for these cases where landing would be quite difficult. If what you want are the ISL lights and a landing pre-calculated path for the player, yes, than can be added easily.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Captain on 09 Jun 2007, 15:50:26
If what you want are the ISL lights and a landing pre-calculated path for the player, yes, than can be added easily.

Make it so Mandoble, you the man! :D
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Blanco on 10 Jun 2007, 06:55:51
Amazing work as usual Mandoble  :good:

I had a blue screen of death and an automatic reset when I tried the verticality demo the first time.. After that everthing was fine.

Yeah, I agree with captain.
ILS is great and very userfriendly, but I would like to land and even taxi myself after piloting all landing waypoints. In fact, I would like to takeof and land it by myself and only use ILS to guide me to the airport.
You could activate ILS when you ask the controltower permission to land via radio.





Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf)
Post by: Dodge on 10 Jun 2007, 14:22:10
Nice work Mister mando.  :clap:

When an update for Helicopter  ?   ;)
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: LeeHunt on 27 Oct 2007, 18:21:09
Mandoble this is a fantastic tool for designers  :yes:.  It really can add a lot of versatility to the air game (something I'm sure mission designers are interested in) as well as add eye candy to the mission.  The readme included is useful for implementing these tools.

If you are designing a mission where the player spys on or finds an enemy base, this download could also really help make the enemy airbase more realistic-- with aircraft practicing landing & taking off, taxi'ng, parking etc.  Very cool.  Also useful for background eye candy at a friendly base, say at the start of a mission. 

Great work!  :D
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Spooner on 07 Nov 2007, 21:03:54
Well, I have a couple of issues here:

- Although the Mando_runway demo states that it is demonstrating ejection seats (via a splash message), I could see no evidence of ejection taking place.

- 50% of the time when I ran the Mando_runway demo, I found that the planes crashed into each other while still taxiiing. Not good for a script that is all about taxiing aeroplanes properly (Mandoble has explained that this is a deficiency with the demo, not the script, but you can't demonstrate a script properly if the demo itself is broken). I've had LeeHunt try to replicate this, but it doesn't seem to happen for him. Not sure then, whether it only affects me and thus what to do with this issue.

- When selecting Mando_ILS from an action, if you do more than tap the select action button, then the "welcome" sound effect is garbled. I suspect this is because holding the button down will click the default button on the dialog (closing the dialog) then reselects the action, then reopens the window, then clicks the default button....ad infinitum, meaning that the initial voice message is started over and over again (I've had a similar problem myself). The simple answer to this is to create a button which is default, but can't be seen and has onKillFocus = "(this select 0) ctrlEnable false"; so that the tab order isn't broken. This is also a bug I've seen in OFPEC ILS, since it is based on Mando_ILS.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Mandoble on 07 Nov 2007, 22:41:54
Sorry, no way to recreate your problem, hope this is graphical enough (http://www.youtube.com/watch?v=olYJ4NI4N_k).

There is no such thing as Mando_ILS  :blink:
You might be talking about mando_land, which shows you ILS marks but it lands the plane for you once you (the player) align the plane with the runway. It has nothing in common with OFPEC_ILS, mando_land doesnt use any dialog/sound, so there is no welcome sound effect and/or actions. In fact, now I have no idea about what script or resource are you talking about.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Spooner on 07 Nov 2007, 23:41:59
That movie certainly shows things perfectly , but I wasn't doubting that it worked, only that it often failed for me. Luckily, I finally realised that one of my addons was most likely at fault and now that I've disabled them all the runway demo has worked perfectly every time (both taxiiing and ejection). I hadn't considered this before, since my "standard" addons just deal with stuff like GUI modifications, blood effects and editor updates, which I hadn't imagined could be causing these problems with planes in your demo (OK, I was naive!). I'll do some proper testing "in the nude", so to speak, now (I'm curious which addon is actually causing the demo to break, though I'm sure it is the addon, not your scripts, that is most likely to be causing the problem).

Mando_ils.intro is actually the name of one of the 3 demos provided in the zip file (which shows off mando_land.sqf). Since there are multiple demos for the scripts used for this group of scripts, I was trying to be specific, but wasn't managing to be clear enough. Oops, I realise now why I thought that it affected both ILSes (I actually found the problem in OFPEC ILS and another script, that included OFPEC ILS, but wasn't anything to do with Mando_ils.intro; sorry!). Nevertheless, the issue I described is definitely a problem with OFPEC ILS.

So, apologies for talking more than my usual measure of tripe, but at least there was the smallest piece of wisdom in there (if only to OFPEC ILS if you use "enter" to select the action)...
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Captain on 11 Dec 2007, 13:14:49
I am looking to implement into a mission a sort of active airway service between sth sarahni, antigua and ramahdi using this script set for takeoff and landings, however I'm running into a few issues or needing to modify the scripts and not knowing how. Anyway I'm unsure how/where (once takeoff is complete) to exec the line for the landing sequence. I have tried a trigger at the end of the runway activated by the plane but the line I'm entering (*) in the on activation of the trigger is coming up with an error that says 'Type Script, Expected Nothing' (forgive my scriptardation). Basically what I want achieve is that (for instance) plane A sits on a runway for 5 minutes then taxis, takes off, + flight time, lands, taxis, waits for 5 minutes and repeats.

* Line entered into on activation of trigger
Code: [Select]
edited - now unimportant
edit: ok, I've got the landing and takeoffs to work (in a very rudimentary multiple triggery sort of way). however I'm having trouble with a couple of things.

1. I can't board the plane through the action menu, only through a radio trigger with a moveincargo command. Each time I click 'Get in DC3 Ride in Back' it teleports me to the getin point outside the plane and will do so each time I click the option but will never board me.

2. I can't get it (the plane) to wait for anything more than a couple of seconds (either by trigger countdown or through the exec line of mando_takeoff.sqf) because with it's engines on it drifts over time and usually ends up in the nearest valley. At which point the takeoff sequence begins and it climbs the hill an takes off like nothing had happened (if it doesn't crash/explode in said valley).

3. Also engine related, but the command to switch off the engine happens as soon as the plane reaches its land waypoint and then taxis the entire runway with it's engines off before turning them back on again at the last taxi waypoint. How do I go about changing mando_land.sqf so that the engines remain on until the final taxi point? so that when I next exec him for take off he turns his engines back on.

4. Once problems 1 & 2 are fixed how can I exec the script so that the pilot isn't waiting for any specific amount of people? now if I put more people on board (movein command only :confused:) the script won't begin and he'll do his valley touring thing again. if anyone would like the mission I can upload it but it requires queens gambit and it has nothing on it except civs, planes, markers and triggers.

Any help Mandoble (or anyone for that matter) would be much appreciated.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Mandoble on 12 Dec 2007, 16:47:00
Can you attach here a simplifier version of your mission only with the airplane stuff?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Captain on 12 Dec 2007, 23:34:20
ok all thats left on this island is the stuff associated with 1 plane leaving from Paraiso and landing at Antigua. I want to have 3 planes (in the end) all leaving Parasio for the 3 other airfields. I'm sure there is a simpler or more effective way of achieving what I'm after without requiring the 6 triggers for each plane I'm currently using. In the end I'm hoping for a mission template that will allow me to merge the airfields, the new Sarahni Electrical Grid and the public transport system (bus) from the mission Sarahni Life.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Mandoble on 13 Dec 2007, 11:59:48
After trying the DC3 with simple waypoints, having a pilot outside with a getin waypoint in the plane I found the plane design plus ArmA existing bugs make this plane worthless to even try. Crew refuses to board the plane, they simply dont know from where to board it. If I board it as passenger then the plane doesnt allow me to get out or eject (being me the only one inside the plane). The plane itself is not even able to keep empty and still at its current position in the airfield, it keeps bouncing lightly. I understand what you are trying to simulate are civil air lanes between different airfields but the DC3 seems to be the worst possible option for that.

EDIT: In my tests I didnt use any of my scripts, just standard getin waypoints for crew.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Captain on 13 Dec 2007, 21:36:13
...Disregard Rant... (however valid)
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Captain on 06 Jan 2008, 02:24:01
Sorry to have to bump this with a double post but I was just thinking of (possibly) a new use for Mando Runway. I was tinkering in the editor creating ambient scenes (civil life/etc) and wanted a tractor to essentially 'plow' his fields (up/back/up/back/etc), now I've tried this with both waypoints and scripted domove commands and of course the AI can't navigate for shit. when using mando runway I am continually impressed by the precision of their taxiing and thought that just that section of mando runway could be used to achieve what I'm looking for. 
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Mandoble on 06 Jan 2008, 02:46:24
Mando Chaser (http://www.ofpec.com/ed_depot/index.php?action=details&id=387&page=0&game=ArmA&type=sc&cat=xyz) might be closer to what you are looking for.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Captain on 06 Jan 2008, 05:10:08
I had considered Mando Chaser but it requires a moving target to chase, whereas this script I can plonk down the taxi waypoints and I'm all good. However I don't know how to cut the script off so it doesn't expect a tractor takeoff.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Wolfrug on 06 Jan 2008, 12:49:30
For Mando Chaser you could just use a moving Game Logic for instance. Say, have all of the points you want the tractor to plow marked by invisible markers. Then you just run Mando Chaser once on the tractor, maybe edit the script a bit to suit your needs, and then create another script which moves the game logic around on the markers. Say, something like:

Code: [Select]
_logic = _this select 0;
_tractor = _this select 1;
_positionArrays = _this select 2; // Array of, say, markers that will loop around one after the other.

_i = 0;
_j = count _positionArrays;

while {alive (driver _tractor)} do
{
_logic setPos (getMarkerPos (_positionArrays select _i));
waitUntil {_tractor Distance _logic < 5};
if {_i < _j} then {_i = _i + 1} else {_i = 0};
sleep 0.5;
};

Untested, but should (?) work. Might want to tinker with the distance for one thing, and you might have to edit Mando Chaser (doesn't it stop chasing when the chasing object is dead, for instance?) to fit your needs, but otherwise it should work, I think. Getting a bit off-topic here though!

Wolfrug out.

Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTI
Post by: Mandoble on 06 Jan 2008, 13:30:16
Mando Move (http://www.ofpec.com/forum/index.php?topic=30815.0) is way better  :P
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Knight Trane on 16 May 2009, 21:23:21
Mandoble ,

Have you given any thought as to what modifications to Mando_Takeoff and Mando_Land, would be nercessary, to enable skid choppers the ability to air taxi.

I've tried monkeying around with altitude and speed, but no go.  AI always think their off to the races and give to much neg AOA to get to their next marker.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Mandoble on 16 May 2009, 23:29:49
It might be a weird mixture between mando_move (but keeping the height of the moving vehicle) and mando_heliroute.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Knight Trane on 12 Apr 2010, 22:59:45
Any thoughts on how to make choppers air taxi to the runway?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Mandoble on 13 Apr 2010, 23:24:10
I would say using Mando Move with some modifications to keep the vehicle floating instead of pressing the ground.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Breeze on 08 Jul 2010, 08:29:50
The example download I have is for island Sara I think thats from queens gambit or something and I dont have it any chance I can see these example missions from another island that I have?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Mandoble on 11 Jul 2010, 21:20:16
I will try to make an example mission for A2, while not sure if it will be 100% A2 compatible.
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: Knight Trane on 22 Dec 2010, 21:32:06
Any updates to this?
Title: Re: Mando Runway (mando_takeoff2.sqf, mando_land.sqf and mando_eject.sqf) (TESTING)
Post by: izaktj on 22 Mar 2011, 11:08:35
Is it possible to replace the default ejection with your ejection script?
Thanks.