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- _ChopDir = [getposATL aab, getposATL aa] call BIS_fnc_dirTo;
- _chop = [getposATL aab, _ChopDir, "B_Heli_Transport_01_F", WEST] call BIS_fnc_spawnVehicle;
- (_chop select 0) setcaptive true;
- {_x moveincargo (_chop select 0);} foreach (units group player);
- {_x allowdamage false;_x setcaptive true;} foreach (units (_chop select 2) + [(_chop select 0)]);
- [(_chop select 2),(_chop select 0),getposATL aa] SPAWN {
- _start = (_this select 2);
- (_this select 0) move _start;
- (_this select 0) setbehaviour "CARELESS";
- (_this select 0) allowfleeing 0;
- (_this select 1) flyinheight 50;
- waitUntil {sleep 1; vehicle player distance _start < 700};
- _pPosi = getposATL (vehicle player);
- _startC = [(_pPosi select 0)+2000 -(random 4000), (_pPosi select 1)+2000 -(random 4000), 50];
- while {_startC distance vehicle player < 1000} do {sleep 0.1;_startC = [(_pPosi select 0)+2000 -(random 4000), (_pPosi select 1)+2000 -(random 4000), 50];};
- _obj = createVehicle ["Land_HelipadEmpty_F",_start, [], 0, "NONE"];
- waitUntil {sleep 1; unitready leader (_this select 1) || {!(player in (_this select 1))}};
- (_this select 1) land "GET IN";
- waitUntil {sleep 1; (getposATL (_this select 1) select 2) < 6 || {!(player in (_this select 1))}};
- (_this select 1) animateDoor ['door_R', 1];
- (_this select 1) animateDoor ['door_L', 1];
- waitUntil {sleep 1; (getposATL (_this select 1) select 2) < 1.5 || {!(player in (_this select 1))}};
- {
- if (vehicle _x == (_this select 1)) then {
- unassignvehicle _x; _x action ["Eject",vehicle _x];
- };
- } foreach units group player;
- sleep 9;
- (_this select 1) animateDoor ['door_R', 0];
- (_this select 1) animateDoor ['door_L', 0];
- };
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