mech79 10 Posted July 14, 2014 (edited) It is dropping two parachutes. Also is there a way to have the vehicle already spawned then dropped at a certain trigger? Also can you drop vehicles with guys already in them? not just empty? Edited July 14, 2014 by mech79 Share this post Link to post Share on other sites
f2k sel 164 Posted July 14, 2014 only one vehicle and chute for me, if your using a trigger and it's mp try changing the condition to this and isserver with a crew in them just add this createvehiclecrew _drop; after this line _drop = createVehicle [_supply, position _chute, [], 0, 'NONE']; Share this post Link to post Share on other sites
live_killers83 10 Posted August 4, 2014 please, could you help me for a similar problem? i have to drop an ammo box with chute, not a veichle. How can i modify the script posted by F2k Sel to do that? Thanks very much for any kind of help. Share this post Link to post Share on other sites
f2k sel 164 Posted August 4, 2014 just change the object type null=["Box_NATO_Wps_F"] execvm "drop.sqf" you may need to adjust the attach height for smaller objects try this if you feel it looks ood _drop attachTo [_chute, [0, 0, -.3]]; Share this post Link to post Share on other sites
live_killers83 10 Posted August 5, 2014 just change the object typenull=["Box_NATO_Wps_F"] execvm "drop.sqf" you may need to adjust the attach height for smaller objects try this if you feel it looks ood _drop attachTo [_chute, [0, 0, -.3]]; thanks you're very kind! now it works fine!! Share this post Link to post Share on other sites
BEAKSBY 11 Posted August 8, 2014 Then we have a differend "version" of ArmA3, it does not work for me...engine does not start. :(Ok, now it works with this code: _chuteType = "B_Parachute_02_F"; //parachute for blufor, for opfor and greenfor replace the 'B' with 'O' or 'G' respectively _chute = createVehicle [_chuteType, [100, 100, 200], [], 0, 'FLY']; _chute setPos [getMarkerPos "drop_target" select 0, getMarkerPos "drop_target" select 1, 100]; _drop = createVehicle [_supply, position _chute, [], 0, 'NONE']; _drop attachTo [_chute, [0, 0, -1.3]]; waitUntil {position _drop select 2 < 0.5 || isNull _chute}; detach _drop; _drop setPos [position _drop select 0, position _drop select 1, 0]; I used to get this issue too... I use _myVehicle setDamage 0; after I create _myVehicle. That fixed the ignition from not starting. Share this post Link to post Share on other sites
f2k sel 164 Posted August 8, 2014 Hi BEAKSBY in my tests I found it made no difference on some objects/vehicles. If you spawn a car in the sea and move it instantly it should be ok but if there's any delay the engine is ruined, setdamage won't fix it. If you spawn a tank setdamage will restore it. The difference is there is no visible damage shown for cars but in tanks you do see the red engine damaged waring icon. The safest way is not to spawn in the sea. Share this post Link to post Share on other sites
Wiki 1558 Posted September 8, 2014 (edited) Nevermind, found the solution... Edited September 8, 2014 by Wiki Share this post Link to post Share on other sites