Grumpy Old Man 3540 Posted May 17, 2014 Hey folks, currently trying to place vehicles sideways, to no avail. I've been using [cursortarget, 0, -130] call BIS_fnc_setPitchBank; to test various vehicles and they all seem to auto-unflip themselves. I even tried to add enablesimulation false, didn't work at all. Seems to be wonky physx handling from the game itself, if you try it you can even see the vehicles starting to dance around until they're unflipped. This is driving me mad. Any suggestions? Share this post Link to post Share on other sites
rakowozz 14 Posted May 17, 2014 I remember using setvectorUp for that purpose: vehicle setvectorUp [0,1,0]; Share this post Link to post Share on other sites
HazJ 1288 Posted May 17, 2014 (edited) There is also the setVectorDirAndUp command which may also be useful. Dirty Haz Update: I have got it working with just BIS_fnc_setPitchBank. :) Screenshot. Dirty Haz Edited May 17, 2014 by Dirty Haz Update Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 17, 2014 the setvectorup command is basically doing the same as the bis_fnc_setpitchbank Vehicles will be on their sides for a split second, then magically bounce until they're on their wheels again for some weird reason. The only workaround I can think of is to use setcenterofmass to shift the mass of a vehicle to the side it should be lying on, but it's not working as reliable as I want it to. Share this post Link to post Share on other sites
HazJ 1288 Posted May 17, 2014 (edited) Strange. I have got it working with just BIS_fnc_setPitchBank. :confused: Dirty Haz Update: Name the vehicle, I have named it "car". Put the below code in the vehicle init. null = [] spawn {sleep 2; [car, 0, -90] call BIS_fnc_setPitchBank;}; Car now spawns on it's side. I think this is what you are asking for / want. If not then my apologies! :) Dirty Haz Edited May 17, 2014 by Dirty Haz Update Share this post Link to post Share on other sites
Beerkan 71 Posted May 17, 2014 Each vehicle in this screenshot was set with this setVectorUp [1,0,0]; in the init of the vehicle. Those that are upright I assume because the slope made them roll back over again. Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 17, 2014 Apparently this command won't work as intended when using it on already existing vehicles mid-mission (just like I did when testing the command in the editor), when putting it into an units init field or using it shortly after spawning the unit it's working just fine, all vehicles are sideways now, when using the command in my spawn scripts. Very weird. Share this post Link to post Share on other sites
Tankbuster 1733 Posted May 17, 2014 I found that damaging the wheels of the car on the same side where the car will be resting helps to make it stay on its side. Share this post Link to post Share on other sites
f2k sel 164 Posted May 17, 2014 I did raise a ticket some time ago about the self righting vehicle issue. http://feedback.arma3.com/view.php?id=11607 Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted May 18, 2014 @F2k Sel: Seems to be the same issue that I had, voted your ticket. Share this post Link to post Share on other sites
zapat 55 Posted May 18, 2014 Have you tried dropping it from eg. 1 meter? Sometimes a car flipped at 0m conflicts with terrain. At least that was my finding. I drop them and they stay flipped. Spawned cars. Share this post Link to post Share on other sites
lappihuan 178 Posted May 19, 2014 Just use enableSimulationGlobal and set it to false. It will stop all simulations on the vehicle including physx. Share this post Link to post Share on other sites
helio 12 Posted May 19, 2014 But this will make the vehicle indestructible, which is odd as long as it's not a wreck already. :/ Share this post Link to post Share on other sites