If you are at all familiar with the WAC File. (World Area Control - Boolean Logic based script execution)
I use variables to help eliminate gremlins.
Try this in a test map substitute player(player is always ssn 10000) or AI# to got to Helo# then detect at 10 meters distance or player is on top of.
Make waypoint 1 and lift in into the air. Then clean up ssns so ssn 1 is the bot and ssn 2 is the helo.
This works well. Just make the AI approach from the side of the helo (blackhawk works well) to make it easier for it to get in.
Normally I would include commands like, "else", "false", "true", "loop", "dornd", "elapse" and "random" to enhance, re-trigger and randomize the script but we can get to them a bit later on
I have also uploaded a test map for you.
if never() then
ssn2ssn(1,2)//send (AI ssn1) to (helo ssn2)
endif
if ssnnearssn(1,2,10) or ssnonssn(10000,2) and never() then
set(v1,1)
endif
if eq(v1,1) and never() then
ssntowp(2,1)//sends helo to waypoint 1
endif
You can also obtain a comprehensive list of WAC params at Dave61's site.
Here:
http://home.comcast.net/~dthomas118853/Delta%20force%20xtreme%20wac%20scripts.htm
I have made a web based script assembler with script references to help new (or experienced) mappers play around with and assemble their WAC files.
Here:
http://stompem-web.enjin.com/assembler
There are some example scripts there that I have devised which can also be of use in your maps.
Still under construction so there is more info to come.
Download the test map below Test_Sybell.zip