TeTeT 1523 Posted December 14, 2013 I tried to taxi the Buzzard from the hangars at Altis airfield to the runway. When spawning the plane with crew they more or less taxi toward the runway, but do not manoeuvre any obstacles (and get stuck). To overcome this I tried using 'setVelocity' on the Buzzard, but instead of moving it will eventually blow up (when the velocity vector seems to reach some threshold). Until that there's not much more than a bit jittering on the plane. Is there any other recommended way to taxi a plane on the ground in ArmA3? Is this probably an effect of airplanex? The same taxi code works with the F/A-18 by John_Spartan and Saul. Share this post Link to post Share on other sites
zgmrvn 95 Posted December 14, 2013 try with unitCapture http://forums.bistudio.com/showthread.php?169539-How-to-use-UnitCapture-in-Arma-3 Share this post Link to post Share on other sites
tryteyker 28 Posted December 14, 2013 Planes taxi automatically from and to the nearest hangar when taking off/landing. There is no need to use code for this, as the regular taxiing should be sufficient. UnitCapture is a good option if you want to personally make sure it'll work, but sometimes it can stutter during playback (I think the playback is using a maximum of 30 fps) Share this post Link to post Share on other sites
Von Quest 1163 Posted December 14, 2013 Use the Southern-most Hangers. There is only 1 Hanger on the Southern end that doesn't work. Place empty Jets. And use Pilots for better immersion/control. Just have the Pilot walk over to his assigned Jet however you wish. Last Waypoint use Get In Nearest with the ON ACT Code: _null = [group this, getPos this, 22222] call BIS_fnc_taskPatrol; And the Pilot will Taxi automatically and Take-Off in a Northern direction with Random Patrol. Share this post Link to post Share on other sites
TeTeT 1523 Posted December 14, 2013 Thanks for the answers! @Zigomarvin, thanks, that command works, though it seems the AI gets stuck and does not continue the take off process at times. However, the underlying setVelocityTransformation command seems to move both the Buzzard and the F/A-18 with no problems. Once I've figured out how to use this function effectively I'll post the code here. @tryteyker, unfortunately the automatic taxiing didn't work for me - the AI did ignore the taxi way from the hangars and moved cross country. @Goblin, is the one hangar that does not work for you the one opposite the southern tower? It seems to be setup the opposite direction of the others, e.g. facing away from the taxi path. Share this post Link to post Share on other sites
mad_cheese 593 Posted December 14, 2013 The regular taxi done by the AI works, no doubt, but it really depends on the location of the jet and what path it has to take. That's based on a lot of testing I did a while back though, not sure if it got better. The jets got stuck easily in a variety of hangars (there's some weird bump they couldnt get over) and would generally do a bunch of unexpected crap. Unitcapture was the best fix I could find. You have to switch the engine on manually though and it's possible you might have to do a lot of tricky stuff, for example if you want the path to be interrupted. Share this post Link to post Share on other sites