Remove Helicopter Gunners?

  1. 9 years ago

    If you use RHS_UH60M_d as a transport for Player Combat Support Module, it will place 1 pilot, 1 co-pilot, 2 gunners, and 4 men stationed at the two doors, which leaves a total of 2 spaces open for transport.

    Obliviously, the game is seeing the 4 men stationed at the doors as gunners. The same thing happens with vanilla Hummingbird.

    I successfully removed the extra men (temporarily) by using the following script:

    _arrayHeli = nearestObjects [_trigger, ["RHS_UH60M_d"], _radius];
    
    {
    	_crew = crew _x;
    	_count = (count _crew) - 1;
    
    	for "_z" from 1 to _count do
    	{
    		_currentCrew = _crew select _z;
    		deleteVehicle _currentCrew;
    	}
    } forEach _arrayHeli;

    However, ALiVE treated the helicopter as deficient (the pilot got out and stood guard) and wouldn't let me use it as a transport through Player Combat Support. About 30 seconds later, all the units I just deleted had re-spawned in the helicopter.

    I am summing you guys already are aware of this issue. Is there any remedy at the moment?

  2. Edited 9 years ago by SpyderBlack723

    It is an issue due to the FFV spots being treated as gunner seats which are then automatically filled by ALiVE. This has recently been fixed by Gunny and will be implemented next patch which I predict is relatively soon.

    Dev ticket: http://dev.withsix.com/issues/75997#change-171350

  3. GunnyDev

    7 Feb 2015 Administrator

    As Spyder says I have indeed fixed this and it will be in the next release.

 

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