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schadler17

Helicopter on Carrier blows up on respawn[99% of time]

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Okay so, I'm using the TacBF mod to make a mission. Using their respawn function to spawn/respawn helicopters on the main deck of a scripted in LHD. The initial spawning of the vehicle on mission start works fine always. But on respawn, the vehicle blows up instantly(shows up as a destroyed object, not even as the un-damaged version before blowing up.) Sometimes they rarely respawn damaged but flyable, and even more rarely in perfect condition.

 

I've tried setting the height higher(15.5m-17m altitude). I've tried adding a couple eventhandlers to the init to make it ignore damage for the first 5-10 seconds of life, although I'm not really good at scripting codes myself.

 

My other idea was spawning the heli off the carrier on land, and after it respawns, to teleport it to the carrier deck. But like said, I'm no good at scripting/coding it myself.

 

I'm trying to get 3 helicopters to spawn on the deck of the carrier, along with Infantry and other vehicles. Everything else works perfectly. Infantry can respawn, vehicles can respawn, objects are spawned on the deck of the carrier as well(Armaments boxes, mounted weapon supplies, etc.) The only thing I have issues with is the helicopters.

 

Any help would be appreciated.

 

Few SS's below show what happens

 

When they sometimes spawn damaged:

http://images.akamai.steamusercontent.com/ugc/430447585485801535/D0BB04E351C1D0AEEB7FADB0DBBF3B8DAF27CB09/

 

Sometime spawns correctly:

http://images.akamai.steamusercontent.com/ugc/430447585485805405/7A774C1B3AD6B87E2FA9F0ACF9FB9FD5450610AC/

 

What happens normally:

http://images.akamai.steamusercontent.com/ugc/430447585485809272/A5DC400C04091D8D249B6035F05C5C05FFCA5942/

 

mission.sqm items in question

        class Item2
        {
            position[]={15086.022,-0.079927087,15129.072};
            offsetY=17;
            id=5;
            side="EMPTY";
            vehicle="RHS_UH60M";
            skill=0.60000002;
            text="heli1";
            init="this setVariable [""ICE_spawn_players_count"", 20];";
        };
        class Item3
        {
            position[]={15018.415,0.016930714,15098.004};
            offsetY=17;
            id=6;
            side="EMPTY";
            vehicle="RHS_UH60M";
            skill=0.60000002;
            text="heli3";
            init="this setVariable [""ICE_spawn_players_count"", 20];";
        };
        class Item4
        {
            position[]={15042.555,-0.039519187,15098.004};
            offsetY=17;
            id=7;
            side="EMPTY";
            vehicle="RHS_UH60M";
            skill=0.60000002;
            text="heli2";
            init="this setVariable [""ICE_spawn_players_count"", 20];";
        };

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You might just be able to add something like

this addEventHandler ["HandleDamage", {false}]; sleep 5; this addEventHandler ["HandleDamage", {true}];

to the unit's init.

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Still didn't work. Even just using the handleDamage false EH by its-self doesn't work.

 

Probably just gotta wait till next update for TacBF to fix it. They said it should be fixed, hopefully.

 

Another idea I had was to have the helicopter spawn on land and teleport onto the carrier each time it respawns.

Is there a way to do this?

 

Spawn->Teleport->Destroyed->Spawn->Teleport->Destroyed.

Basically, saving the Editor coords and constantly spawning there, but then later to be teleported to the marker on carrier.

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Anyone able to make a script so that the vehicle spawns where it's placed in the editor any time it respawns, but teleported to a new location after each respawn? Pretty sure this would solve the problem, as I think the vehicle's being spawned underneath the carrier in the water which is causing it to come up destroyed.

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