Arma 3
AI Helicopter Decelerate No Climbing
64 Comments
RadGigaChad 7 Jul @ 6:01pm 
Nice. This has always been one of the most frustrating aspects of creating singleplayer scenarios for myself in editor, because the AI pilots are so trash lol
Vipera 77 29 Jun @ 6:00am 
thx for this mod !
Legendkiller456 25 Jun @ 9:17pm 
Awesome, thanks!
Ampersand  [author] 25 Jun @ 4:39am 
Modded helicopters should work, yes.
Legendkiller456 24 Jun @ 10:51pm 
Is this compatible with factions that add new heli's? Looks great, thank you!
Ampersand  [author] 16 Jun @ 3:28pm 
The init class EH only adds the heli to the list of helis to check. There is only a single perSecond handler, not one per heli. Yes it would be better to start it when the first helicopter engineOn.
gatordev 16 Jun @ 3:21pm 
FWIW, I just flew around the Western Sahara map with the flyinheight all the way down to 10m and everything worked fine. The only "issue" is that at 10m, the helicopter would balloon up to 25m-ish, but then came right back down, but I don't really consider that a bug. Every other altitude from 25m and up the mod works as advertised.

Thanks for this @Ampersand, it's a great addition.
R. Gonzalez 16 Jun @ 2:59pm 
@Ampersand, my friend

Just a small suggestion....

Wouldn't it be better if the "perSecond" function would be called / terminated upon the "Engine" 'CBA_fnc_addClassEventHandler`, conditioned to it's args value, instead of "Init" one?
Ampersand  [author] 16 Jun @ 2:15pm 
I've added a variable which can be set to disable the behaviour on a helicopter.
Ampersand  [author] 16 Jun @ 1:55pm 
@Bax thanks and enjoy! Simplex is exactly what I had in mind =)
Rangerskull 16 Jun @ 1:16pm 
Finally. this vertical climb before landing were very painful, since OFP. Thank you sir>
Ampersand  [author] 16 Jun @ 12:47pm 
Can you tell me which positions and trajectories tend to crash?
Bax 16 Jun @ 4:18am 
Works perfectly with simplex support, finally the helis fly much more realistic. Thanks!
SPEC.F-04☠77thCSAR 16 Jun @ 1:39am 
@ Ampersand - Well, I simply placed a few "different" helicopters on the Western Sahara map and let them fly over the map. Some of the dunes are so high that the helicopter crashes. It does pull the nose up, yes, but the downforce is too strong.
I've already read some good solutions here.
Ampersand  [author] 15 Jun @ 7:05pm 
Give me a reproducible scenario where it's kicking in but you don't want it to. There is already hill detection out to 500 m.
RAVEN 15 Jun @ 2:59pm 
@SPEC.F-04☠77thCSAR, @Ampersand
Perhaps adding a filter so the climb effect doesn't happen if the current Waypoint type is LAND, GET IN, GET OUT, LIFT, etc. That should allow the helicopter to climb over hills in "normal" mode....
SPEC.F-04☠77thCSAR 15 Jun @ 10:22am 
@Ampersand - I really like the mod, but the effect when the helicopter approaches a hill is a shame. Maybe you should change the minimum altitude or maximum flight speed.

But it's much better than vanilla. Regards
Maikl 14 Jun @ 9:06pm 
legendary bro
DAYMO 14 Jun @ 5:55pm 
you are a legend
Frankie Bacon 14 Jun @ 4:37pm 
Great job man. People like you are the reason this game has had such a long life span.

BRAVO!
Ampersand  [author] 14 Jun @ 9:37am 
@SPEC.F-04?77thCSAR What is the issue with flyInHeight?
@ßlitžen All helicopters
SPEC.F-04☠77thCSAR 14 Jun @ 8:42am 
@Ampersand - Can you please write a guide on how to modify your mod to fix the bugs? Thanks
#flyInHeight
ßlitžen 14 Jun @ 8:02am 
Does this work on any helicopter or just vanilla? (Ie RHS, etc supported?)
Phillydog 13 Jun @ 12:05pm 
Thanks for the mod, a game changer for sure!!! :steamthumbsup:
Ferso 13 Jun @ 7:30am 
1
CF Raider 12 Jun @ 6:23pm 
Very thoughtful mod.
Moebius 12 Jun @ 5:02pm 
Amazing... thanks bro
Air 12 Jun @ 6:29am 
Glad I'm not the only one who couldn't stand the AI pilots in anything except controlled scenarios due to instant death.
Nosy 11 Jun @ 8:31pm 
You did it.. you crazy son of a bitch you did it
Liam McKendrick 11 Jun @ 5:06pm 
Holy peak
Ampersand  [author] 11 Jun @ 4:19pm 
Thanks and enjoy everyone.
@Green.Vicky✙ Interesting question. If the helicopter is nose-down accelerating while climbing, this script will not activate, so I don't think that would be a conflict.
VastGM 11 Jun @ 4:16pm 
I've tried this out and it does work as intended.
RAVEN 11 Jun @ 4:15pm 
Congratulations. I always hated that AI climb upon reaching a LZ. Something that should have been at the heart of the game from the beginning, but BI never knew how to do/wanted to do (and there are so many like that). Thanks again for continuing to support our beloved Arma 3.
ComradeBliin 11 Jun @ 1:16pm 
I watched a commanchee just dive into a valley and explode, might've been the scenario though. It was funny at least.
EmberD 11 Jun @ 12:48pm 
great workaround. Love the fresh idea and clean execution. How will it work with flyInHeight?
Hawat 11 Jun @ 12:01pm 
Thanks for this more than welcomed mod. (Downloading mods that should have been inside the main game since 2013 make me question my life choices. HEY ! BOHEMIA ! Maybe you should consider hiring people like Ampersand! )
Ampersand  [author] 11 Jun @ 9:17am 
@Corporal Ray Person Appreciate the feedback. I've added a check for mountains in front of the heli.
VULPINE キツネ 11 Jun @ 4:08am 
Now if only the AI helicopter's didn't explode when they choose to land onto obstacles haha
b0s 11 Jun @ 4:08am 
Thank you!
Now if someone could do something against helis and planes going "50m dive bomber" when the weapons could really be used from 1km high and 5km away...
Corporal Ray Person 11 Jun @ 3:11am 
Bit of an issue, the mod doesn't work well with mountains. Atm I'm doing a campaign on Clafghan which is EXTREMELY mountainous however when trying to navigate the mountains helicopters will try to ascend but the script will push them down causing them to come to a stop or crash completely
Condasoft 11 Jun @ 1:55am 
Great mod I think something like this would be useful for AI piloted drones would be nice to see some low flying ones.
LinkIsGrim 10 Jun @ 9:17pm 
Can't tell if you're serious (in which case, you're an idiot), or just posting exceptionally good bait.

Good job.
thehungryhippo 10 Jun @ 9:09pm 
So basically helis will slow down unrealistically fast now as long as youre collectively raising.

Also you never want onframehandlers, its completely unnecesary. For best performance, you want scheduled loops with sleep timers on it
Ampersand  [author] 10 Jun @ 7:31pm 
ヾ(⌐■_■)ノ♪
An Empath(Me) 10 Jun @ 6:50pm 
This ones gonna be in a viper video now lol
Viper1Zero 10 Jun @ 5:27pm 
Boys wake up, the GOAT just posted to the shop
Phenosi 10 Jun @ 1:20pm 
@Ampersand smart implementation, I will give this mod a try!
Ampersand  [author] 10 Jun @ 1:19pm 
@T. Ditch Thank you!
@Virtus it should not affect any thing flying slower than 80 kph
@Phenosi there is a single per second handler that checks speeds. When conditions are met, those helicopters are sent to the single per frame handler, which will exit when all helicopters are done decelerating. Thus performance impact should be minimal.
Phenosi 10 Jun @ 12:52pm 
I see you are using a onEachFrame handler, what's the recorded performance impact on using multiple helicopters all running this add once?
FewLovingJaggot 10 Jun @ 12:10pm 
This seems to slow down the AI helo travel speed altogether no matter what "Speed" of waypoint I give it. It just flys at a snails pace