M.Evans 10 Posted November 26, 2012 Is there a way to get something like a boat to not move in the water, I am doing a Maritime operation and was wondering if there was someway to freeze the boat or it just stop swaying because if I could get it to stand still it would work really well. Thanks Share this post Link to post Share on other sites
slatts 1926 Posted November 26, 2012 Try set height just the slightest above normal Share this post Link to post Share on other sites
M.Evans 10 Posted November 26, 2012 this setPos [getPos this select 0, getPos this select 1, 0.1]; I just tried this and it still sways, I am using that yacht, the IMG_Marine one. could it be script in there causing it to not be able to be stopped? If that is the case shouldnt it be able to cancel the script or animation? Share this post Link to post Share on other sites
Kempco 10 Posted November 27, 2012 You could create a helper object then attach the boat to it. As for canceling the animation there is a enablesimulation command however all units local to the the veh will also be disabled upon boarding. The following is an example should do what you looking for. _pos = getPosASL _veh; if (!isMultiplayer) then { while{isNull driver _veh} do { _veh setVelocity [0,0,0]; if (_veh distance _pos > 10) then {_veh setPosASL _pos}; sleep 0.01; }; }else{ _pos = getPosASL _veh; //Attach Boat to Anchor in SP, Incase it moves while AI are moving to it. //NOTE: Allow in MP: If player bumps the boat it will take off and not stop. //Ataching boat in MP causes the Boat to reset to [0,0,0] if player is not local and said player boards as driver. Maybe try golbal attach to.???????????????????? if (surfaceIsWater (position _veh)) then { _anchor = "Sign_sphere10cm_EP1" createVehicle [0,0,0]; WaitUntil {!isNull _anchor}; _anchor setDir (direction _veh); _anchor setPosASL [_pos select 0,_pos select 1,1.25]; _veh attachTo [_anchor,[0,0,0]]; [-1,{_this hideObject true},_anchor] call CBA_fnc_globalExecute;//Hideobj executes globally WaitUntil {!isNull (driver _veh)}; detach _veh; sleep 3; deleteVehicle _anchor; }; }; Share this post Link to post Share on other sites