Progress, Unnamed? Is swapping the real pilot out with a 'stupid' pilot a viable option?
I did some more messing with AI in planes, to try and work out whats going on.
If you put anything as a pilot into a plane with fuel, placed on the ground. It will try and take off. If its a gamelogic, it will get so far then realizes it cant fly and stop dead.
One way to stop this is the SetFuel command. If you use SetFuel 0 in the vehicles init event, you get a few seconds after the AI has moved in, to setFuel 1. This way he will not report missing fuel and he wont start the engine until you give him an action command. So sorry for dismissing Setfuel before, without giving it a better go.
I had a go at getting the AI to land, not very elegant but it survives
You have to cut the engine before touchdown, otherwise the AI tries to take off again.
You can use FlyInHeight and Setvelocity to get it down to 20 meters at a reasonable speed. After that you have to fight against the 20 meter altitude limit OFP puts on aircraft travelling at a certain speed.
The other is landing gear, I can't get the AI to lower the landing gear. The Action ["land gear"] only works with the player or empty planes. I think you might be able to lower them using animations, but that would require most addons to be changed
If so, the 'stupid' AI could be brought in as soon as the plane is at a dead stop (when landing). However: another complication: If you wanted the pilot to jump out and move somewhere on foot (barracks, ready room, medical facilities, ATC tower etc.), you would have to swap the AI's again when you want the pilot to disembark!
You have to have someone in there, otherwise the plane veers off course. At worst it would be a Game Logic that looks like a pilot, but I think you could keep the original pilot without disabling his AI.
In another matter: Will the takeoff/ landing scripts work with all planes? I have noticed that the takeoff/ landing system on the HMS Hermes will work with most planes, but will not work with the Sea Harrier (another Flashpoint in the Falklands vehicle)
I had a look at the Hermes, I liked the way they setup its direction in the example mission to exploit the AI's desire to take off straight away.
If you don't define an airport in the config, the AI heads straight for position [0,0,0]. If it can get enough speed up it will take off, so you could make sure the airstrip is pointing towards the position defined in the config, then the AI will quite happily take off all day. You might need the aircrafts top speed if you want to handle taking off using scripts, but not for landing.
I tried the above with the Sopwith, C17 and a Tornado.
The landing gear is the main problem, short of animating it into position I don't know how to land the planes. I will take a look for an Airstrip addon, something that you can just place in the editor and will allow the planes to reach there take off speed.
Cheers