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khaosmatical

ARMA 2 UnitCapture (need help with a most likely simple error)

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Recently I have discovered the wonders of UnitCapture added by OA, The whole radio command works and it follows the flight beautifully but I have made it so the heli starts of as landed with its engine off. When the radio command is issued and the heli spools up and takes off but the heli does not actually spool up, It wobbles and you can see it move like it is spooling up and it takes off but the engine is not actually going and the rotor is not spinning. I have tried adding the simple engine on to the trigger before and after the "rec = [] spawn Mypath;" but the engine on does not trigger? This is the exact script I put in the initialization field "rec = [] spawn Mypath; this engineOn true;" and still no engine? Does anyone have any ideas?

-Thanks

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There are several threads on this subject. Without showing us your entire mission, it's hard to try and tell you exactly what's wrong.

Here's a couple of my favorite threads, with working downloads and examples:

[OA] UnitCapture & UnitPlay Functions

dr_zakharotta example

Remember, (quote from Big Dawg KS)

The function captures the absolute position, orientation, and velocity of the object in the world at specific time intervals, and when you play it back it simply copies these values frame by frame (with some interpolation). It does not capture your actual input nor play them back through the AI crew, so the animations (rotors, steering/control surfaces) and sounds (engine speed) or anything else that is directly controlled by user input (and not controlled by the object's physical movement within the world) will not be captured.

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Ah you just answered it effectively with that statement by Big Dawg KS. The only thing I am stuck on now is why the engine turn on script did not work in the trigger? If I put that script "this engineOn true;" on the helicopters initialization field the engine will start and it will play all sounds and the rotors will spin, etc. But for some reason putting it in the trigger with the playback of my flight path causes that engine script not to run? And I assume then by that quote it is because the engine does actually start but then the flight path kicks in and overwrites the engine start up and then does the pre-recorded path. Thanks for this information panther42. Would you happen to know a way to make the rotors spool up then when the script is played without having the helicopters 'Special' field set to 'Flying' ?

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