Navigation and missions
For mission makers
How to set up Apache missions in the editor. Navigation points, the aircraft’s own options, crews and the server settings that matter.
Navigation points
The aircraft’s DMS points (waypoints, hazards, control measures and targets) can be placed in the editor as logic entities. In Eden open Systems (F5) → Logic Entities → AH-64D DMS:
| Entity | Point type | Point Index |
|---|---|---|
| DMS Waypoint / Hazard | Waypoint or hazard, by ident | 1 to 50 |
| DMS Control Measure | Control measure | 51 to 99 |
| DMS Target / Threat | Target or threat | 1 to 50 |
Each has three attributes:
| Attribute | |
|---|---|
| Point Index | The point’s number. A new entity takes the next free number of its type. Waypoints and hazards share the numbers 1 to 50. Two entities of the same type with the same number clash: only one is kept. A number outside its type’s range is rejected with an Invalid index error. |
| Point Ident | The two-letter code that sets the icon, chosen from a list with each icon shown. The list holds only idents that suit the entity: see Idents. |
| Point Free Text | Up to three characters drawn beside the icon, such as HLD or a callsign. |
The point takes the entity’s position and height.
The points are mission data, not loaded into any aircraft automatically. Crews load them with MASTER LOAD on the DTU page, which replaces whatever the aircraft held. Tell your players to do it, or brief them on the point numbers so they can build their routes.
Number your waypoints in the order you want them flown. Players build routes by typing point numbers on the KU, so W01, W02, W03 is far quicker than a scattered list.
The aircraft
Place the AH-64D BLOCK I from BLUFOR → AH-64D Official Project → Helicopters. Its options are covered on Variants and customisation:
- Appearance: livery, radar, British mission equipment, IAFS or 1,200-round magazine.
- Attributes: tail number, a loadout from the mission planner as JSON, and the pylons with their presets.
The aircraft always starts cold and dark: battery off, rotor stopped. Allow your crews time to start up, a few minutes with practice.
Crews
Use the AH-64D Pilot unit (BLUFOR → AH-64D Official Project → Men), or give your own pilots the IHADSS helmet. Without it the crew has no helmet display and no head-aimed sights. See Crew stations.
The aircraft is built for two players. With an AI or empty CPG seat, the TADS is pointed by the pilot’s acquisition source and the pilot fires the weapons.
Rearming and refuelling
Set up a way for crews to change loadouts: an ACE ammo source, a fuel source, or the mission planner’s settings. See Rearm and refuel.
Server settings
Set these in Addon Options → Server (or the mission’s settings) so every player gets the same:
| Setting | Effect |
|---|---|
| Mission Planner → Rearm Mode | How long applying a planner loadout takes: instant, 30 seconds, or ACE’s rearm times. |
| Mission Planner → No Ammo Source Required / No Fuel Source Required | Whether the planner needs an ammo truck or fuel source nearby. Turn both off for a realistic FARP. |
| Animations → Air Data Probe and Rotor Swashplate | Cosmetic. Turn off on busy servers if needed. |
HeliSim’s flight-model options are client settings; players choose their own. See Addon settings.
Zeus
With Zeus Enhanced a Zeus can change the Apache’s pylons and loadout from the Zeus interface.
Other mods
Units from RHS, CUP, Pook’s SAM Pack and PRACS are recognised by the radar and the warning receivers. See Compatibility.