BeastlyFX 10 Posted January 7, 2014 How might I set the direction of a vehicle that is spawned? I've been trying to use the _vehicle setDir 37; but that doesn't seem to work. _createAndApplyapplyVehProperties = { private ["_vehicle", "_colorText","_texturePath", "_type", "_pos"]; _pos = _this select 0; _type = _this select 1; _colorText = _this select 2; if (_deliveryMethod == _DELIVERY_METHOD_AIRDROP) then { _spawnType = "FLY"; } else { _spawnType = "NONE"; }; _vehicle = createVehicle [_type,_pos, [], 0, _spawnType]; //_vehicle disableTIEquipment true; // Disable Thermal on bought vehicles. Mission based ones are more powerful _vehicle setFormDir 190; _vehicle setVariable ["newVehicle",1,true]; _texturePath = ""; //if they chose a color set the color if(_colorText == "Orange") then { _texturePath = '#(argb,8,8,3)color(0.82,0.2,0,1)';}; if(_colorText == "Red") then { _texturePath = '#(argb,8,8,3)color(0.79,0.03,0,1)';}; if(_colorText == "Pink") then { _texturePath = '#(argb,8,8,3)color(0.91,0.53,0.57,1)';}; if(_colorText == "Yellow") then { _texturePath = '#(argb,8,8,3)color(1,0.97,0.17,1)';}; if(_colorText == "Purple") then { _texturePath = '#(argb,8,8,3)color(0.43,0.18,0.67,1)';}; if(_colorText == "Blue") then { _texturePath = '#(argb,8,8,3)color(0,0.1,0.8,1)';}; if(_colorText == "Dark Blue") then { _texturePath = '#(argb,8,8,3)color(0.03,0.02,0.35,1)';}; if(_colorText == "Green") then { _texturePath = '#(argb,8,8,3)color(0.01,0.64,0,1)';}; if(_colorText == "Black") then { _texturePath = '#(argb,8,8,3)color(0,0,0,1)';}; if(_colorText == "White") then { _texturePath = '#(argb,8,8,3)color(1,1,1,1)';}; if(_colorText == "Teal") then { _texturePath = '#(argb,8,8,3)color(0,0.93,0.86,1)';}; _vehicle setVariable ["textureName", _texturePath]; if(_texturePath != "") then { serverRelaySystem = [MESSAGE_VEHICLE_PROPERTIES_APPLY, _vehicle, _texturePath]; publicVariable "serverRelaySystem"; }; //if this a remote controlled type we have to do some special stuff if ({_type isKindOf _x} count (call uavArray) > 0) then { //collect arguments _playerItems = items player; _playerAssignedItems = assignedItems player; _playerSide = side player; //decide which uav controller we should give the player switch (_playerSide) do { case BLUFOR: { _uavTerminal = "B_UavTerminal" }; case OPFOR: { _uavTerminal = "O_UavTerminal" }; default { _uavTerminal = "I_UavTerminal" }; }; if !(_uavTerminal in _playerAssignedItems) then { { player unassignItem _x } forEach ["ItemGPS", "B_UavTerminal", "O_UavTerminal", "I_UavTerminal"]; // Unassign any GPS slot item if (_uavTerminal in _playerItems) then { player assignItem _uavTerminal; } else { player linkItem _uavTerminal; }; }; //assign an AI to the vehicle so it can actually be used createVehicleCrew _vehicle; //create a group that matches the player's side so it doesn't kill them on spawn! _group = createGroup _playerSide; [_vehicle] joinSilent _group; player connectTerminalToUav _vehicle; }; //tell the vehicle to delete itself after dying _vehicle addEventHandler ["Killed",{(_this select 0) spawn {sleep 180; deleteVehicle _this}}]; //enable vehicle locking _vehicle setVariable ["objectLocked", true, true]; //force lock _vehicle addAction ["Unlock / Lock","client\functions\unlocklock.sqf",[],7,true,true,"","(_target distance _this) < 7"]; _vehicle setVariable ["buyer", getPlayerUID _player, true]; }; Share this post Link to post Share on other sites
KevsNoTrev 44 Posted January 7, 2014 I recall reading a while ago that to make the direction work sometimes you have to Setpos the vehicle back in the same spot after the setdir. _vehicle setpos getpos _vehicle Share this post Link to post Share on other sites
iceman77 18 Posted January 7, 2014 The only setDir command I see in your posted code is setFormDir. Use setDir instead of setFormDir. If you prefer you can also use switch case instead of alot of ifs. Cheers. switch (_colortext) do { case "Orange": {_texturePath = '#(argb,8,8,3)color(0.82,0.2,0,1)';}; case "Red": {_texturePath = '#(argb,8,8,3)color(0.79,0.03,0,1)';}; case "Pink": {_texturePath = '#(argb,8,8,3)color(0.91,0.53,0.57,1)';}; case "Yellow": {_texturePath = '#(argb,8,8,3)color(1,0.97,0.17,1)';}; case "Purple": {_texturePath = '#(argb,8,8,3)color(0.43,0.18,0.67,1)';}; case "Blue": {_texturePath = '#(argb,8,8,3)color(0,0.1,0.8,1)';}; case "Dark Blue": {_texturePath = '#(argb,8,8,3)color(0.03,0.02,0.35,1)';}; case "Green": {_texturePath = '#(argb,8,8,3)color(0.01,0.64,0,1)';}; case "Black": {_texturePath = '#(argb,8,8,3)color(0,0,0,1)';}; case "White": {_texturePath = '#(argb,8,8,3)color(1,1,1,1)';}; case "Teal": {_texturePath = '#(argb,8,8,3)color(0,0.93,0.86,1)';}; }; Share this post Link to post Share on other sites