keihaswarrior said:
OMFG I was thinking about having actual helicopter movers to take you into battle and extract instead of spawn points. I thought it might be incredibly hard, but now you say you have it working!
OMG OMG OMG you must tell/show me how to do this..... uh plz
Well, the way I did it isn't perfect, because it uses a mover inside a mesh; you can't usually see the mesh when you're inside it (because of the way that mesh visibility is computed) -- so I had to make the inside of the mover visible to prevent the illusion that you were flying in thin air -- and the mesh moves around a bit relative to its position -- so that when the mesh *is* visible, it wobbles in and out of the mover.
If the helicopter body was made out of a proper mover, the effect would be much better (although you could still only fit in a few people at a time).
You could do playerstarts (somewhat ineffectively) if you had a fleet of choppers, with playerstarts and triggers attached to each. When a person spawns in a chopper, the relevant trigger then (a) starts the chopper moving into battle, and (b) turns off the playerstarts inside that chopper. Make the chopper a onewaymover or somesuch, and have its Event (called when the move finishes) re-enable the playerstarts. You could also have a parallel mover (possibly with blockplayers attached) on the outside of the chopper (to stop people jumping out too soon) which mirrors the chopper mover except during the landing phase (e.g. have it lift out of the way on that keyframe). Hope that makes sense -- should work something like that though.
Edit: in fact, you could have the blockplayers return to the chopper from the side after the drop keyframe, thereby pushing out all players in the process.
Incidentally, if there is a mover version of the blackhawk anywhere (or at least an animation sequence which doesn't have it moving around so much around its pivot point), I'd be grateful for it...