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katipo66

Stop jets from taking off when placed in airport

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If i place a jet in an airport on Chernarus or Takistan they just automatically start taxiing and take off and just circle the airport, how can i stop them doing that?

this disableAI "MOVE" in its init doesnt work

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Try setting the fuel for the aircraft to zero. The pilot will just sit in the aircraft.

When you want it to move create a trigger or script to refuel the aircraft. It will then taxi.

E.g. Aircrafts name is plane1

plane1 setfuel 1;

Hope this helps

Blake.

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Thanks bro, plane1 setfuel 0; works, but it depends on AI when they might want to use it.

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Even easier ... place a rabbit in front of the aircraft. It will not move :)

Been thinking about that as 'animal ATC' :)

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Lol, thats a nice fix, but i want it to be able to move eventually? maybe get the pilot out and shoot the rabbit??

Anyway is it normal for them to take off? is it a bug? first time ive noticed it

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Just delete the rabbit.

Eagle1: 'Permission for takeoff'

Tower: 'Eagle1 taxi runway22'

Tower:'Ummm Fred, delete that bloody rabbit!'

Eagle1:'Airborne - cheers Fred!'

PS I have been seriously considering this as a fix for landing aircraft crashing into those taking off. Set a trigger that checks for an aircraft in the run up to the runway. If present a rabbit is spawned that halts all aircraft on apron. Once the runway is clear (another trigger) the rabbit is deleted, allowing the aircraft to takeoff without fear of collision!

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So what's wrong with addingf or removing fuel. If you have to move a rabbit you may as well set the fuel.

If your after a dead stop then just attach the plane to an immovable object such as a flag pole.

ie.

plane attachto [plolename]

and to release

detach plane.

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There is nothing wrong with adding/removing fuel, unless you want to simulate a working runway.

I give you ATCRabbit http://www.filesonic.com/file/4337153985

7 aircraft and a rabbit ... just how much fun can you have ? Drop this into Missions folder and run at 4x speed (= key) unless you are VERY patient :)

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There is nothing wrong with adding/removing fuel, unless you want to simulate a working runway.

I give you ATCRabbit http://www.filesonic.com/file/4337153985

7 aircraft and a rabbit ... just how much fun can you have ? Drop this into Missions folder and run at 4x speed (= key) unless you are VERY patient :)

Is the rabbit called "Chocs" by any chance and do you tell him to get "away" :D

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So what's wrong with addingf or removing fuel. .

Its in regards to these set of scripts where the AI commander would decide when the jet might be used, but as it stands it may not work anyway

All air units after its attack receive from HAC a command "to land" at the point, from which were started (command "land"), but, so far as I know, it works only with helicopters. Script can not bring a plane at landing site, because the appropriate command "landAT" requires a specific airport ID. So I think, that behaviour does not come from HAC.
7 aircraft and a rabbit ... just how much fun can you have ? Drop this into Missions folder and run at 4x speed (= key) unless you are VERY patient

This should be good for a laugh, i check it out later :)

Edited by Katipo66

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just add a hold waypoint on top of the aircraft and then just use a trigger when u want to make the plane move to the next WP. Worked for me multiple times =)

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//have a jet called _jet, a _pilot, _commander in group called _CmmdrGrp (or whatever the AI commander is in your script).
_CmmdrGrp = createGroup West;
[_commander] joinSilent _CmmdrGrp;
_pilot = driver _jet;
[_pilot] joinSilent _CmmdrGrp;

//jetStop
[_pilot] joinSilent grpNull;
_jet setFuel 0;
_pilot action ["getOut", _jet];

//jetGo
_jet setFuel 1;
_pilot action ["getInPilot", _jet];
[_pilot] joinSilent _CmmdrGrp;

The fuel and pilot action will work if the pilot is in a group on his own. The join and leave group commands will stop his group leader giving him undesirable commands while the aircraft is stopped. Thats not a complete sqf just lines of code that you might be able to add somewhere.

Edited by PELHAM

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Hmmm, thanks Pelham... that might be the goods, i test it when my eyesight not too blurry :p Hic*

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