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arma 3 helicopter landing scriptarma 3 helicopter landing script

Othwerwise, the helicopter will RTB. _heliPos = [(getPos player select 0)+1000,(getPos player select 1)+random 1000,(getPos player select 2)+300]; Activate it by trigger or Ace self interaction menu (code and details included). Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Upon detecting a mine, a properly trained and equipped squad member will approach it in the prone position, deactivate it, and then proceed to search for more mines. _caller = _this select 1; thedubl _player = _this select 1; **Going to make this spawn multiple helos later. //Add rtb addaction If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has some vehicles but all vehicles will still not enough to fit the entire group, the leader will order as many troops as possible into both the group's vehicles and the waypoint vehicle. Commands to manipulate the camera for intros, outros and cut-scenes. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed. - When stalking, unit will always search for nearest enemy. ArmA 3 Helicopter Landings Guide 101 How to Land Without Gaining Altitude! setup: InsertionHeli = createGroup WEST; Advanced Waypoints can be considered a Scripted waypoint with the Script field pre-filled with the path to the appropriate script file. Neat script. Commands to define loops, conditions, and jumps inside scripts. openMap false; hint "Pilot: Waiting for orders select a map poistion and use the order pilot action! All I want is a fast landing when player is flying in to the Mission area at the start of the game, so my plan was to make the heli make a fast handing and then shut off engine, I was thinking about putting it inside ACT in trigger so when the heli comes inside it starts to decent and land, at the marker that is placed on map. dub_fnc_insertion = { Given enough time, some of the group may wander kilometers from the waypoint. Whether or not the group finds any enemy units appears to have no impact on the search duration or range. You signed in with another tab or window. If the group is unable to destroy the attached object they will move within range of being able to identify the object, then wait until it is destroyed (even if the target is not destroyable!). Sending PM. I find the best way to do it would be unit capture. Powered by Invision Community. }else{ darrent, June 30, 2020 in ARMA 3 - MISSION EDITING & SCRIPTING. One of my pet peeves is when somebody asks for help and gets it and never replies back or if someone has an issues and find some solution but never post it for everyone to see or somebody says they have something that'the main conversation of a thread and they don't share it lol good day gentleman this was not a criticism just an observation for enlightenment Avibird. _host removeaction _id; If the waypoint is far away from any mission editor placed objects, the waypoint will generally be instantly considered complete without the group moving towards the waypoint's location. // First create the landing position Both the Transport Unload waypoint and Get Out waypoint have to be synchronized with each other. Commands that are used to get information about mods and addons. Waypoints are a group's successive destination/task indicator. :P In this Arma 3 helicopter landings tutorial, I delve into the mechanics behind the elusive \"bleed flare\" landing. The group will only move to the waypoint if there are any empty vehicles, or vehicles on the group's side with empty seat spaces, that are within about 50m of the waypoint's location. Only groups with a medic, ambulance, fuel, ammo or repair vehicles can respond to support requests. All trademarks are property of their respective owners in the US and other countries. Then heli1 with only AI in it will land on the marker. The COND that the heli have to be within 120 Mtr from the marker is something i had not thought could be a solution. "; sleep 2; Everything about the ARMA game series by Bohemia Interactive on reddit! Place that where you want the helicopter to land precisely. The movement mode and method will depend on the group's behaviour settings, with movement rarely being made in a straight line between waypoints. Introduced in Arma 3, makes group loiter around a position. Hummingbird with CSAT units near player position: _null = [getPos player, "hummingbird", east, configNull] execVM "scripts\HeliSupportLanding.sqf"; Huron that paradrop a BLUFOR squad near player position and follow waypoints set to unit named 'paradropWaypointStorage': _null = [getPos player, "huron", nil, configNull,true,true,grpNull,paradropWaypointStorage] execVM "scripts\HeliSupportLanding.sqf"; Civil M-900 with BLUFOR Recon team on Resistance side near player position: _null = [getPos player, "C_Heli_Light_01_civil_F", resistance, configfile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_ReconTeam"] execVM "scripts\HeliSupportLanding.sqf"; You signed in with another tab or window. Found the solution just had to change this. Thank you! Note that the dismissed waypoint does not inherently alter behaviour mode, nor make units disembark, land aircraft, or turn vehicle engines off. 2 or more triggers - the Guard groups closest to each trigger move in to secure it. All commands which work with positions and heights. You can use those to create any path you wish for a vehicle, including the speedy landings like in the campaign. Note that the automatically created first waypoint (the leader's initial position as seen in the map editor) is considered as a Move type waypoint and can be used by the cycle waypoint. In this case, a Transport Unload waypoint should be used. This is my neat little helicopter extraction script for Arma III. { The target/attached object is only used as a location, and its life status has no effect on this waypoint. chevy c30 crew cab dually for sale aikin newlands valley A dismissed waypoint is complete if the group comes into contact with any enemy units. needs to be MP - I did have one a long time ago throw smoke it lands and takes you where you need to go but cannot find it anymore :(, Need it to transport players around if no pilot is on. "";"]; Commands used to debug performance such as finding slow scripts. Players can't see it and it will force the AI to prioritize that landing site before any others. sleep 1; The group will move to the waypoint's location, and then wait for a point to require guarding. Besides guarding areas marked by "Guarded by" triggers, guarding groups are also ordered to destroy any enemy units that are known to any group of the same side. AI will not take a support group's vulnerability into consideration when requesting support. While waiting, any unknown targets are checked (group moves in the direction of the target) and any recognized enemies are engaged. /**************Funcitons for commanding pilot******************************/ With or without a subsequent waypoint, the squad appears to continue to repeat the Fire Mission until they are out of ammo. The cinematics/unitplay stuff took a while to do, but hopefully it makes for a good learning/viewing experience. Is it possible to share also this thedubl ? If the leader is riding in another group's vehicle, the Get Out waypoint will not be considered reached until the leader arrives at it under his own control (i.e., never). Players can't see it and it will force the AI to prioritize that landing site before any others. Good day gentleman Avibird. Share us with your friends and colleagues. @Rydygier did you have any problems with camera? pos = clickpos; Upon landing, the engines will remain on. Set, define and use Triggers and Event Handlers. A leader on foot will rarely search more than 50m from the waypoint, while a leader in a helicopter will search up to 300m from the waypoint. Commands used to manipulate weapons. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Commands used to create or work with custom channels. If there are only human players, the helicopter will not land. Sentinel - The Sentinel is a fifth-generation, state-of-the-art, twin-engine, all-weather tactical Unmanned Combat Aerial Vehicle (UCAV). Only a Switch type trigger or script command will move the group from the waypoint. See also. Is used in combination with the Effects button at the bottom of the Waypoints menu. dub_showActions = false; It will stop and hover, but not land. Open AILandByHeli_OpenMe.sqf to define parameters for the heli transport and landing. Scripted helicopter landing (Script Help). The OnActivation is Code that is executed on Condition's completion. It's unique in a sense that: It detects if you have compatible magazines (throwable and 40mm launchable) and will let you use them to mark the LZ. The group will attempt to destroy whatever object the waypoint is placed upon, irrespective of the target object's side. Groups will automatically board any transport vehicles they own if the next waypoint is far enough away. But part of native landing procedure is small "jump" at the begining, which kinda spoils the effect. _insertionWp setWaypointCompletionRadius 10; Example from HAS context (no for standalone usage! [] spawn dub_fnc_rtb; These scripting commands work in render time scope rather than simulation time scope. This is also true when one group starts to flee; often the flight distances are not very long (depending on the allowFleeing setting and skill of the soldiers, I believe? ): I once wrote a script that made heli land quick and accurate but I had problems getting the player camera working as it would jitter around. been away from the game for a few yrs,forgotten loads of it.wondered if any 1 had cracked the secret of quick landings yet, Yes it's quite slow landing compared to real combat landings, so no ones cracked the code for quick ai landings yet then i had hoped the unitcapture/unitplay would solve it, but 7 hrs in and it still wont work.. slow landings it is then. Hello gentlemen I never meant this to be rude insulting or to turn into something. (heli will move to "transportdelete" marker for clean up. Scripting Commands by Functionality - Bohemia Interactive Community Scripting Commands by Functionality Subcategories This category has the following 72 subcategories, out of 72 total. //_caller groupchat "Wait to pop smoke until we clear the area and in range! Game updates, videos, pictures, discussions, help, and more. What makes this script different than any other extraction script ever released for the Arma series is that it applies a bit more realism and complexity. This page was last edited on 4 January 2023, at 18:44. For all aircraft, if the landing gear is destroyed, the crew will not attempt to land and will instead move on to the next waypoint or circle the Land waypoint. This waypoint must be placed on top of a vehicle which can load other vehicles. InsertionHeli setBehaviour "CARELESS"; ), once on the ground order the heli back to base. Thats a way to do it, but with the script you are more flexible. 1 trigger - the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. sleep 1; //_caller groupchat "Select insertion point. You can easily create movement patterns for squads and set drop-off points with a lot of blueprints! _insertionWp1 setWaypointSpeed "FULL"; This page was last edited on 9 August 2022, at 19:52. If you want the pilots to die on impact do this: Create a trigger and the set trigger owner to the heli, set the type: none, activation: owner only and activation type: present Then in the condition field put: this and isTouchingGround Heli_01; and in the On Activation field: _insertionWp3 setWaypointType "MOVE"; Three U.S. Army soldiers who died when two helicopters collided in Alaska while returning from a training mission have been identified.. Chief Warrant Officer 3 Christopher Robert Eramo, 39, of . So I would like to make a scenario where a squad in a helicopter crashes and had to survive their way back to a base, but dont know how to. The exact effect this waypoint type has depends on whether it is placed in empty space, attached to a vehicle or a non-vehicle object. if (!visibleMap) exitwith { When a group either starts fleeing or is destroyed, any other groups standing by with a Guard waypoint will move in to take their place. The Condition is Code that determines whether the waypoint is completed. remoteExec [""hint""];};"]; The group does not move to the waypoint's location, instead skipping immediately to the next waypoint. Note that Guarded By can be used in attack as well; just place a number of triggers (keeping track of which order they're set in) inside enemy territory, and they'll "attack" there if they have their Guard waypoints. Ill share it when I get to it (at work). Tested in SP. In Arma 3, waypoints are categorized into default waypoints, most of which have existed since the start of the franchise, and Advanced Waypoints, which are new for Arma 3. Example call: [RYD_HAS_Chopper,0.5,0,RYD_HAS_clickedPos,2,3,_frc] call RYD_HAS_AutoGuideB; RYD_HAS_clickedPos - a position to touch down at, 2 - miss spot tolerance (if above this number of meters, will adjust horizontal positioning along with altitude. _params = _this select 3; They are represented as an Array in Waypoint format [group, index]. InsertionHeli setBehaviour "CARELESS"; tab - Search for Helipad (invisible). "; }; Since RHS units carry custom magazines, support for mod's-exclusive throwable grenades is also included. There is exacly what you are asking in this mission: http://www.armaholic.com/page.php?id=21816, thanks but that is for SP only and does not work on dedi :(, - I did have one a long time ago throw smoke it lands and takes you where you need to go but cannot find it anymore :(. Voila. Have fun with it. if (!alive helo) exitWith {}; However, sometimes the group may start to attack the object, then instantly move to the next waypoint without destroying anything. remoteExec [""hint""];}else{"" Pop smoke!"" The platform update is free to all owners of Arma 3. "";"]; It will hover too high in the air to safely disembark. A group can be made to stop guarding using the setCurrentWaypoint command or a Switch trigger. _insertionWp1 setWaypointFormation "COLUMN"; Place down one or more Guarded By triggers in, for instance, choke points or bases. For example comparing two variables or retrieving all variables from a namespace. } I will test this later. Only available for groups on the Game Logic side. They will normally also attack the spotted enemy on the way. SO TAKE IT AS IT IS. // Add it back when you die/respawn. waituntil {mapclick or ! The group will move to the waypoint (spatial or object), where any units from other groups who are in cargo spaces of the original group's vehicles will disembark. I also do not play Arma online, so I will not be working on this personally. [ _insertionWp3 setWaypointStatements ["true","{deleteVehicle _x} forEach crew helo + [helo]; " ]; Feel free to contribute your code to this project. I can get the one mentioned above all to work properly but the helo never comes. The group will move to the waypoint, and then disembark from any vehicles its members are in. If a Move waypoint is attached to a building object, the "Position In House" menu option will become available. (if your internet can handle it) It takes ages to render with this resolution and framerate but I think the viewing experience makes it worth it :-)_________________________________________________________________Follow me!https://www.twitch.tv/callmehtommehhttps://twitter.com/CallMehTOMMEHhttps://www.facebook.com/TOMMEH.ARMA.FLIGHT/http://callmehtommeh.imgur.com/_________________________________________________________________Enjoy the video? By insertion = [[player,[(". //**********************************open map and get pos*************************** The VTOL will only attempt a vertical landing. If there is any object near the spatial waypoint, the group may treat that object as a normal destroy target. A tag already exists with the provided branch name. Create, enable light sources on vehicles, terrain objects or lightpoints. _vehType = _x select 0; HELP!!! This command only works if there is an AI team commander present in the cargo of the vehicle. If there are only human players, the helicopter will not land. _insertionWp3 setWaypointCompletionRadius 50; The search will attempt to visually check all locations within the search range, so a search inside a city will take far longer than a search in an empty field. getting them to land is not a problem ,they just take so damn long to land. This waypoint type can be used to simulate casual off-duty behaviour. Fyi- my life doesn't revolve around the bis forum. The vehicle owning the waypoint will move near the loading vehicle and gets moved into it. _wp setWaypointType "TR UNLOAD"; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. once the map is click you most use the new action "Order Pilot". The Arma 3 Helicopters DLC is supported by a major Arma 3 platform update, which adds a wide variety of new content and features. my plan was to have a huey make a combat landing as in vietnam, as we all know the ai are not up to it, so i attempted the unit capture/play route, no luck there could never get the script to work.so is there any other way to make the huey make a combat landing? If the waypoint is placed upon an empty vehicle and the group already has enough vehicle spaces to fit the entire group, the group leader only will board and drive the new vehicle, while any foot units will board the group's original vehicle(s). "Roger Transport inbound! " Guard groups move in the following pattern: A note on the movement. Yan can also add waypoints to unloaded units by using a unit as waypoint storage (priority over group to join). All trademarks are property of their respective owners in the US and other countries. The move waypoint is considered complete when the leader gets close to the waypoint, the required distance being between 1 and 500 meters depending on the leader's vehicle type (if any) and whether a player is controlling the leader. The pilot is ai but in players group, but I guess it doesn't matter. Develop code to bring the helicopter down to the ground regardless of where it is when the timer reaches zero. New comments cannot be posted and votes cannot be cast. The group will move to the waypoint (spatial or object), then any of its units that are in cargo space of any vehicle will disembark. "),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target and (_target distance getMarkerPos ''safezone'') >= 250']],"addAction",true,true,false] call BIS_fnc_MP; Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. _insertionWp setWaypointFormation "COLUMN"; If you have comments please use the specific BI forumpage. onMapSingleClick "clickpos = _pos; mapclick = true; onMapSingleClick """";true;"; hint "Pilot: Wait to deploy IR gernade until we clear the area and in range! If you want to go in low, set the flying tincan down, have your mates jump out and lift of in under 20 seconds, you better invest a few month. Disable whomever gets the action until the heli is destroyed or the insertion is complete. _insertWp setWaypointSpeed "LIMITED"; Finally, if the waypoint is attached to a non-vehicle class of object, the group will move to that object before boarding any available vehicle space it already has. Commands related to an unit's inventory. Often they set out on a mad race to see who reaches the trigger first, and then when whomever was fastest is within a set distance, they're declared "winners", and everyone else lumbers back to their Guard waypoints. Commands to change the difficulty of the game. "), {showCommandingMenu "#USER:INSERTIONMENU";}, [], -99, false, true, "", "dub_showActions"]; This waypoint type will execute the Script File that is in the Script box on the bottom of the waypoints screen. Espaol - Latinoamrica (Spanish - Latin America), https://www.youtube.com/watch?v=bjNuMUHdZL8&index=10&list=PLfS-cn7Epfbg7rlpdUqHGDaOYll3Tvcl-&t=392s. Commands that are used to work with flags. So if you're using many, keep track of which you put down first (give them names, for instance). When added to an artillery crew, the gunner will fire at the waypoint if it is in range. If the Join waypoint is synchronized with another group's waypoint, when both groups are at their waypoint positions, the group that is "synchronized from" will join the group that is "synchronized to", irrespective of which group has the join waypoint itself. Default is 100. At this time, the waiting group will proceed to the location where support was called for, disembark from any vehicles is possesses and wait for the supported group to declare "Support Done" before continuing to wait to respond to any further calls for support from their new location. if (!alive helo) exitWith { _caller removeaction _menu;}; Copyright Bohemia Interactive a.s. Bohemia Interactive is a registered trademark of Bohemia Interactive a.s. All rights reserved. Also,I dont post scripts for the sake of posting. _insertWp setWaypointType "Move"; This command only works if there is an AI team commander present in the cargo of the vehicle. All commands related to roads and airports. _insertionWp2 setWaypointFormation "COLUMN"; Pm later and ill send it. - Because of the way Arma AI work, this script is far from bulletproof (but it is stable). The script has never been tested in an online environment and will most likely not work on as-is basis since it was not designed with multiplayer in mind. If the waypoint is placed upon a vehicle driven by a friendly unit that is not capable of carrying the entire group and the group has no vehicles of its own, the leader will order as many of his troops as possible to board the vehicle. Thanks so much! If you really want to ensure the helicopter lands where you want it - Go to the place objects and select the bulidings, etc. Commands used to add Event Handlers to GUIs. IT IS COINCEIVED AND WRITTEN IN ITALIAN. }; But that's how you do it. The Sentinel was designed primarily as a reconnaissance platform, but can also perform precision ground attacks. and our . waituntil { sleep 1; (player != vehicle player && player in helo && alive helo || (!alive helo)) } ; Command Group: AI Behaviour (18 P) Command Group: Animations (27 P) Command Group: Arrays (36 P) Command Group: Artillery (8 P) ["Land", [3], "", -5, [["expression", "_thread = 2 spawn dub_fnc_Land ;"]], "1", "1"] Created by Alexxxxx. Happy flying everyone, and please leave me a comment if you're unsure about anything I said in the video!Big love guys n gals,- TOMMEH_________________________________________________________________Timestamps:What is a bleed flare? You select wither insertion or land (if insertion wait until heli stops of insertion point and toss ropes. _insertionWp2 setWaypointType "TR UNLOAD"; Espaol - Latinoamrica (Spanish - Latin America). //set the way point for pickup _insertionWp3 setWaypointFormation "COLUMN"; _arrivePos = [( _playerPos select 0)+50,(_playerPos select 1)+100,( _playerPos select 2)]; See the Guarded by trigger description for more details. Note: init.sqf creates the Trigger object that is used to execute the script via radio slot 1 (ALPHA). This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. The helicopter is completely dependent on the player's faction and side. The group will wait until the external script exits before moving on to the next waypoint. The units will unerringly move to the Guarded By triggers, positioning themselves exactly on top of them. ************************************************************************************************************/ If additional waypoints are added after CYCLE waypoint, they are ignored. - Routes for helicopter placed on map from editor, - Units, once landed, can move to specific waypoints route, - Heli can flies away to a cancellation marker on map or stay in landing position, - Multiple helicopters and units transportation, - Selection of random routes, heli and units. oh ok that's good to hear. "; This script may or may not fucntion properly when ACE is active. "; 1. add this to initplayerlocal If not enough, use brute force. dub_fnc_rtb = { Cookie Notice I offered and said pm me since they have already found one. (_veh select 0) setVehicleVarName _vehName; No triggers - all Guard groups stay at their Guard waypoint. and I have been watching lots of videos on it. Air vehicle will try to land as close as possible at the waypoint location and unload all vehicles in its cargo. [] spawn dub_fnc_rtb; This type is exactly the same as the Join waypoint type, except the group that leads the merged group will be opposite in each situation. It will hover too high in the air to safely disembark. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again. The group's leader will speak the given Voice phrase, complete with lip movements. hint "Pilot: Once everyone is out, use the Order HELO RTB to order us home! . Many have died and failed to attempt this tricky landing, but in this video, I hope you can come away performing it like a pro!I was feeling really overwhelmed by the amount of support, comments and nice messages I've had after my last video about mental health, so as a thank you to all of you lovely people, I put my studies on hold and set about putting this one together. Default is true. After the helicopter lands at the extraction zone, it will not wait forever to be boarded. To make AI hunt down a known target, you need to setCombatMode to "RED". Extract them to C:\Users\YOUR_NAME\Documents\Arma 3\missions\ and open in Editor. This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. Behaviour is the same for both situations - the group will move to the waypoint, then the leader will move about to search the immediate area with his group trying to keep up. @Rydygiercan your script be activaded in trigger so the heli make a quick landing, i want to use it for a intro to my sp mission. Preparing to land! Toss the ropes! A group with a current waypoint of this type will move to the waypoint's position, then wait until it can provide support for another group that requests relevant support using "Call Support" command menu. _insertionWp1 = InsertionHeli addWaypoint [pos, 0]; If the script detects that your player unit belongs to a CUP or RHS faction, the extraction helicopter will be part of the said faction. //Wait until the chopper is close. If the Get Out waypoint is placed on an object, the group will move to the location of that object at the instant the Get Out waypoint becomes its current waypoint, then disembark as normal. it will return back to its starting position then repeat the cycle endlessly. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). _insertWp setWaypointCompletionRadius 100; The script will also let you use your 40mm underbarrel grenade launcher, such as M203 and GP-25, from both mods to mark the landing zone. spawn chopper Deal with it. }else{ Note the appraisal of a vehicle's side and number of available seats seems to be made before the mission initializes! The first trigger created is the most important, the second the second most important etc. Utilizes BIS_fnc_wpLand. i would just had made a trigger and had the heli fly thru it to activate the trigger, that is now put in my small script page. [[player,[("" + ("Transport") + ""),{_this execVM "scripts\insertion.sqf"},[player],0,false,true, "",'player ==_target']],"addAction",true,true,false] call BIS_fnc_MP; 2. ["Insertion", [2], "", -5, [["expression", "_thread = 1 spawn dub_fnc_insertion;"]], "1", "1"], On a dedicated server when using this with AI controlled Helicopters. One note, on a dedicated server when using this with AI controlled Helicopters. Disabling invincibility can put the helicopter at risk of getting shot down. This waypoint, or the squad's ammo, may have to be modified/deleted via script in order for the squad to cease fire. hint "Pilot: Wait to pop smoke until we clear the area and in range! It will only work with AI. post id: 7534218733. . ]; Walkable Helicopter Rappelling and Paradropping is a mod that allows players to walk around the interior of helicopters so long as they are not moving left or right or up or down too much. . All rights reserved. ["Options",true], It typically operates from an aircraft carrier. Commands related to containers like backpacks and vests. helo flyInHeightASL [25,25,25]; To review, open the file in an editor that reveals hidden Unicode characters. Now make the northern and southern fortifications weak, and suddenly you might find yourself flanked. _host = _this select 0; AI landing by Heli BY ENIGX Description: The script orders the landing of AI units via a helicopter on markers placed on the map from editor. //_caller groupchat "Request Cancelled"; Canadian woman, 25, is found clinging to a log in Zion National Park river with NO PULSE by rescue team out on a training exercise. ball is life duke height, jb hunt certificate of insurance,

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arma 3 helicopter landing script

arma 3 helicopter landing script