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farix

Vehicle spawn Troubles -_-

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I thought i was done... But nope still have problems. Inside my carrier i have a bunch of LVCP's (Landing Boats). and on the Nimitz theirs a little area just for launching boats. BUT its at a werid height of course... The script i found sets the object at its default height. Heres the script that I used -

This part in Spawner.sqf

_activated = _this select 0;

_activator = _this select 1;

_args = _this select 3;

_unitType = _args select 0;

_spawnMarker = _args select 1;

_unit = _unitType createVehicle (getMarkerPos _spawnMarker);

This part in a flags init

this addAction ["Spawn LCVP","recruit\spawner.sqf",["I44_Boat_A_LCVP_Navy","spawnaction"]];

I used this trigger to allow for newly spawnly players to spawn ontop of the carrier but it only works for players , not empty vehciles

player setPosASL [getPosASL player select 0, getPosASL player select 1, 19];

So i need a trigger , or a modified script to set the postion of the newly spawned boat.

Thanks

-Farix

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You don't want to spawn the landing boats ON the carrier deck, do you?

If you do, just add the setpos thing to the script:

...
_unit = _unitType createVehicle (getMarkerPos _spawnMarker);
_unit setPosASL [getPosASL _unit select 0, getPosASL _unit select 1, 19];

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Well , I do , And that solves my problem. Is their a way to put stuff in the units Init Line with that config ? Becuase all the boats need a push action to get onto the beach =D

this addAction ["Push", "Action_Push.sqf"]

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Ok, so you have some landing craft, editor placed, on the carrier already. You want these to have a "push" action to remove them from the deck and put them in the water?

Then you also want to be able to spawn new ones on the fly in the same place with the same options?

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Yeah Pretty much. I already have a Veh Respawn Script in place , but it only respawns them if they die or are abandon

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As long as you're using 1.7 of Tophe's script and have it configured correctly, it should keep all the options properly.

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