Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
PYL

Create missile asset without engine running on

Recommended Posts

Hello, if I run the following code:

_missile = createVehicle ["M_Titan_AT", [4000, 4000, 2], [], 0, "NONE"];

a running missile with its engine on will be created.

 

Is there a way to create a missile that is turned off? For examples, the one hanging at aircrafts' pylons.

What should I type instead of M_Titan_AT? Or, is there a different way?

Share this post


Link to post
Share on other sites

This may work it did for some missiles

_missile = createVehicle ["M_Titan_AT", [4000, 4000, 2], [], 0, "NONE"];
_missile enablesimulation false;

or

 

dud = createSimpleObject ["M_Titan_AT", [4000, 4000, 2]];

you may need to increase the height, using createSimpleObject makes them spawn low.

 

  • Like 1

Share this post


Link to post
Share on other sites

"M_Titan_AT" is the ammo (charge) so it explodes unless enableSimulation false (better, reversible) or simple object (permanent)

 

You can use the magazine "Titan_AT" in a weaponholder like this:

_missile = createVehicle ["groundWeaponHolder", [4000, 4000, 1], [], 0, "NONE"];

_missile addMagazineCargoGlobal ["Titan_AT",1];

 

So, now you can pick it up for your inventory. Note: the wings are deployed (weird !)

groundWeaponHolder is a static container,  use weaponHolderSimulated if you want to drop the missile on ground (like all dropped weapons in game).

 

  • Like 1

Share this post


Link to post
Share on other sites

×