Tankbuster 1747 Posted March 12, 2014 I'm having a little trouble with this. LandAt is very useful because you don't need any waypoint or making sure the approach the runway properly. You give it the landat and it just goes away and does it. But sometimes, I need to cancel the landAt command and have the aircraft fly off to the map edge. Everything I've done so far is ignored by the aircraft. I've tried doMove and I've tried giving them a waypoint, but the landAt seems to overrule all of these. Does anyone have any ideas about this? Share this post Link to post Share on other sites
f2k sel 164 Posted March 12, 2014 This may help unit action ["cancelLand",unit] also to have the plane go around and try to land again you can just use unit landat -1 Only ever tried them in A2/OA Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 12, 2014 This may help unit action ["cancelLand",unit] It did help and yes, it worked perfectly in A3. Thanks matey. :) Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 12, 2014 I'm confused, how did you get it to work? Everytime I use landAt 0 on a buzzard they crash 700m SW of the altis main airfields runway. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 12, 2014 Works fine for a C130, I didn't test it with other aircraft. Share this post Link to post Share on other sites
f2k sel 164 Posted March 12, 2014 How does it work when using the unit land "land" command. I've seen issues in A2/OA where certain aircraft crash short of the runways. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 12, 2014 (edited) Unknown. I'm using landAt to get the AI to fly to the Altis main base and I reckon I've watched the ebu Herc land 3 dozen times there. It's never had a mishap. The one time I used a getout waypoint it crashed just short of the runway, though I couldn't rule out enemy action that time. Edited March 13, 2014 by Tankbuster Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 13, 2014 (edited) that's weird, could you do me a favor and try it with the buzzard? since the 1.12 update they crash all the time using the landat command at every airfield on altis, stratis airfield isn't affected by this. Here's a link to the ticket I made: http://feedback.arma3.com/view.php?id=17661 Would be great if you could provide feedback there Edited March 13, 2014 by Grumpy Old Man Share this post Link to post Share on other sites
Rocksteady 10 Posted March 14, 2014 I love the pic on that feedback ticket. Classic. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 14, 2014 Figured out it's only both versions of the buzzard being unable to land, the new jets on devbranch are landing just fine. Very weird, since both buzzard versions have been landing just fine before 1.12 Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 14, 2014 (edited) I love the pic on that feedback ticket. Classic. It made me chuckle too for two reasons. The composition of the pic is great and secondly, because that's been me on so many occasions. ---------- Post added at 10:26 ---------- Previous post was at 09:40 ---------- that's weird,could you do me a favor and try it with the buzzard? since the 1.12 update they crash all the time using the landat command at every airfield on altis, stratis airfield isn't affected by this. Here's a link to the ticket I made: http://feedback.arma3.com/view.php?id=17661 Would be great if you could provide feedback there Confirmed Buzzard crashes short of Altis runway 4R in stable build when given landAt 0; Will upload vid later. Edited March 14, 2014 by Tankbuster Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 14, 2014 Confirmed Buzzard crashes short of Altis runway 4L in stable build when given landAt 0; Will upload vid later. That would be great, thanks. If you don't mind I'll add the video to the feedback ticket. Cheers Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 14, 2014 That would be great, thanks. If you don't mind I'll add the video to the feedback ticket.Cheers Apparently controlled flight into terrain. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 14, 2014 Thanks for that video, much appreciated Share this post Link to post Share on other sites
Tajin 349 Posted March 14, 2014 But sometimes, I need to cancel the landAt command and have the aircraft fly off to the map edge. Forgive me... this setDamage 1; // cancel landAt this setVelocity[10000,0,10]; // fly off to the map edge ;) Anyway, for a less "explosive" solution, you could try replacing the pilot by script. That new pilot surely won't know about the "landAt" command of his predecessor. Share this post Link to post Share on other sites
Tankbuster 1747 Posted March 14, 2014 setdamage 1 will certainly cancel the landAt command, though that plan does have a single flaw. :) I hadn't actually thought of replacing the pilot by script... good thinking there. but as f2k's solution worked straight off, I went with that. Share this post Link to post Share on other sites
Tajin 349 Posted March 14, 2014 Oh, I didn't notice that solution. Nice! :D Share this post Link to post Share on other sites