Jump to content

How to insert troops from Helicopter?


TnkT72

Recommended Posts

I just purchased SBPro a week ago and have been trying to learn the game by designing some scenarios.  I have searched the forums, read through documentation, and searched YouTube but have not found a solution to my problem.

 

I am simply trying to have a Mi-8 start in the air and fly to a waypoint, land, dismount troops, and then fly off to several other waypoints and then despawn.  I have been able to get the helicopter to dismount troops at waypoint 1 and then fly on, however, I don't know how to make it despawn at the edge of the map.

 

Additionally, and my main problem is that I cannot get the 2 dismounted units to move away from the insertion point and follow their own routes.  I have spent hours trying to figure this out and am super frustrated.

 

Can someone direct me to documentation on how to accomplish this?

 

Thanks

Link to comment
Share on other sites

46 minutes ago, TnkT72 said:

I just purchased SBPro a week ago and have been trying to learn the game by designing some scenarios.  I have searched the forums, read through documentation, and searched YouTube but have not found a solution to my problem.

 

I am simply trying to have a Mi-8 start in the air and fly to a waypoint, land, dismount troops, and then fly off to several other waypoints and then despawn.  I have been able to get the helicopter to dismount troops at waypoint 1 and then fly on, however, I don't know how to make it despawn at the edge of the map.

 

Additionally, and my main problem is that I cannot get the 2 dismounted units to move away from the insertion point and follow their own routes.  I have spent hours trying to figure this out and am super frustrated.

 

Can someone direct me to documentation on how to accomplish this?

 

Thanks

 

1. Units cannot currently despawn (unless you are making them via spawn zones and despawn zones, which is another subject entirerly.) Have them fly off the map, land, and shut their engines off to effectively remove them from play. I guess you could also do a "Destroy if..." condition if you wanna get brutal.

 

2. Use "Embark if..." conditions on your routes. Examples are below, along with a sample scenario. In the photos, I am telling unit 1-1A/A, an infantry squad, to move along the northern route. I did the same for the southern route, except I changed it to "this unit is 1-1B/A."

 

image.thumb.png.1474f085084aafad0397ea9688f3dbd9.png

 

image.thumb.png.4ae7633015c1bd380b53d20696dc3077.png

 

Helo Test.sce

Edited by Mirzayev
Link to comment
Share on other sites

  • Members

Or simply, at a waypoint set "Troops... Disembark, if..." and set the condition. The next route should be given a delay of 30 seconds or more to allow for a proper disembarkation.

 

The method above is for the "old school" from times where our helicopters didn't carry troops (still not all do) and you had to mimic the disembarkation by creating a troop spawn once that a helicopter had reached a destination and stayed there for 30 seconds.

Link to comment
Share on other sites

39 minutes ago, Ssnake said:

The method above is for the "old school" from times where our helicopters didn't carry troops (still not all do) and you had to mimic the disembarkation by creating a troop spawn once that a helicopter had reached a destination and stayed there for 30 seconds.

 

By "method above" are you referring to what I posted, or what you posted? 

Link to comment
Share on other sites

I'm not sure there's anything "old school" about Mirzayev's method. He doesn't stipulate spawning infantry at the LZ as in ye olde days before choppers carried troops. It's not mentioned specifically in his description, and I didn't download his example, but I'm pretty sure the units he designates to the conditional routes away from the LZ are those carried on the helo. 

Indeed, if one did this as Ssnake describes, the unloaded troops would just lie there on the ground after the helo departs -- which is one of the things the OP was trying to fix.


FWIW, no delay is necessary for "proper disembarkation". A simple "Troops>Dismount" condition on the waypoint will cause the chopper to stop, land, unload troops, and (assuming a conditioned or unconditioned route away for the helo) immediately depart the LZ.

In summary: 
1) Assault route for loaded helo to LZ.
2) Waypoint at LZ with Troops>Dismount condition.
3) Route away from LZ for Helo (whatever tactics you deem appropriate)
4) Conditioned route(s) leading from the waypoint for the troops (conditioned to "embark if" for each of the named units aboard the helo -- or alternatively one route conditioned to "embark if" "not" the helo).
 

Link to comment
Share on other sites

47 minutes ago, Splash said:

I'm not sure there's anything "old school" about Mirzayev's method. He doesn't stipulate spawning infantry at the LZ as in ye olde days before choppers carried troops. It's not mentioned specifically in his description, and I didn't download his example, but I'm pretty sure the units he designates to the conditional routes away from the LZ are those carried on the helo. 

Indeed, if one did this as Ssnake describes, the unloaded troops would just lie there on the ground after the helo departs -- which is one of the things the OP was trying to fix.

 

This.

 

OP asked about how to give dismounted troops a separate route to follow cause he couldn't figure it out on his own.

 

I explain the method to do it and provide an example scenario so he can view it in the mission editor, and can play it in real time to see that it works. 

 

There is no spawning of troops. OP mentioned that he knows how to dismount troops at a waypoint in his original post, so I didn't cover it. 

Link to comment
Share on other sites

3 hours ago, mpow66m said:

Yours is the old way,Ssnakes the improved new way where applicable.

 

Except it isn't. Using "Embark if..." conditions is the way to have multiple units at the same waypoint use different routes without requiring manual player intervention. 

Edited by Mirzayev
Link to comment
Share on other sites

7 hours ago, Mirzayev said:

 

Except it isn't. Using "Embark if..." conditions is the way to have multiple units at the same waypoint use different routes without requiring manual player intervention. 

Thank you everyone for your assistance.  I was able to accomplish what I needed using the regular Dismount command for the helicopter, and the "Embark if..." command for the dismounted troops.  A very simple and easy process.

 

Previously I was dismounting troops from the helicopter in the mission editor, and then trying to assign routes for the troops, and then mounting the troops back in the helicopter for the mission start.  I tried a whole bunch of different iterations of this idea, which obviously was leading me down the wrong path.

Link to comment
Share on other sites

1 hour ago, TnkT72 said:

Thank you everyone for your assistance.  I was able to accomplish what I needed using the regular Dismount command for the helicopter, and the "Embark if..." command for the dismounted troops.  A very simple and easy process.

 

Previously I was dismounting troops from the helicopter in the mission editor, and then trying to assign routes for the troops, and then mounting the troops back in the helicopter for the mission start.  I tried a whole bunch of different iterations of this idea, which obviously was leading me down the wrong path.

 

Just for next time you might want to review some resources that come with the software:

 

Your path\docs\Tutorial PDFs

 

"Heliborne Insertion"

"Heliborne Troops"

 

and / or

 

Your path\docs

 

"Specialist Tutorial" Pages: 41 - 48

 

They are even available in this very section of the Forum:

 

 

 

Edited by Gibsonm
Link to comment
Share on other sites

Thanks, I did review those documents before I posted here.  They were no help whatsoever for my particular issue.

 

I have also been trying to learn how to operate the T-72's in the game and have read the documentation that comes with the tutorials.  I would say that they could definitely use some improvement as they are not particularly well written or clear.  It would also help if graphics were included in the tutorial documentation showing what the different switches, dials, hardware etc...are, and where they are located in the tank rather than saying something like press the "."  and the "," keys.

 

It would be even better if the tank interiors had tool tips that would pop-up when the mouse is held over a particular switch, knob, lever, etc...  This is something that would really help players get acclimated to the operation of these tanks, and I really wonder why tool-tips (mouse-overs) are not included in the game.

Link to comment
Share on other sites

  • Members
5 hours ago, TnkT72 said:

I really wonder why tool-tips (mouse-overs) are not included in the game

Because we need a better GUI framework/middleware for that. We're working on that, but replacing the entire GUI of a 25+ year-old software is no easy task.

Link to comment
Share on other sites

Thanks, glad to hear that it is being worked on.  

9 hours ago, Ssnake said:

Because we need a better GUI framework/middleware for that. We're working on that, but replacing the entire GUI of a 25+ year-old software is no easy task.

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...