farix 10 Posted July 1, 2011 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 Share this post Link to post Share on other sites
kylania 568 Posted July 1, 2011 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]; Share this post Link to post Share on other sites
farix 10 Posted July 1, 2011 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"] Share this post Link to post Share on other sites
kylania 568 Posted July 1, 2011 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? Share this post Link to post Share on other sites
farix 10 Posted July 1, 2011 Yeah Pretty much. I already have a Veh Respawn Script in place , but it only respawns them if they die or are abandon Share this post Link to post Share on other sites
kylania 568 Posted July 1, 2011 As long as you're using 1.7 of Tophe's script and have it configured correctly, it should keep all the options properly. Share this post Link to post Share on other sites