Lorenz94 6 Posted March 8, 2019 Hello, this time I kindly need some help in understanding why a spawned vehicle "freezes" when some of its part are hidden using the command animateSource. The vehicle in object comes from RHS, and looking into the mission.sqm, the game is using the command "animate" to hide some parts (such as APS panels), so I would like to reproduce the process in a spawn script I made, but simply I can't use the spawned vehicle because it wont turn its engine on or move at all. Snippet: Reveal hidden contents _veh = createVehicle ["rhsusf_m1025_d_m2", [0,0,0], [], 0, "CAN_COLLIDE"]; _veh animateSource ["IFF_Panels_Hide", 1, true]; _veh setDir _dir; _veh setPos land_SPWN; Thank you! Share this post Link to post Share on other sites
Maff 251 Posted March 8, 2019 On 3/8/2019 at 1:10 AM, Lorenz94 said: I kindly need some help in understanding why a spawned vehicle "freezes" when some of its part are hidden using the command animateSource. What do you mean by "freezes"? Is the vehicle refusing move orders or waypoints? I'm away from ArmA and I can't recall if createVehicle spawns a vehicle empty or not. Is the vehicle empty by any chance? Experiment with these:createVehicleCrew BIS_fnc_spawnVehicle < Spawns crew if I remember right. BIS_fnc_initVehicle < Can right click on editor placed vehicle and "Edit Vehicle Appearance". Should be able to export your configuration. Give this a try: _veh = createVehicle ["rhsusf_m1025_d_m2", [0,0,0], [], 0, "CAN_COLLIDE"]; createVehicleCrew _veh; comment "Try removing the below line. I doubt that is causing problems though."; _veh animateSource ["IFF_Panels_Hide", 1, true]; _veh setDir _dir; _veh setPos land_SPWN; Hopefully that'll get you in the right direction. Share this post Link to post Share on other sites
Lorenz94 6 Posted March 8, 2019 On 3/8/2019 at 2:30 AM, Maff said: What do you mean by "freezes"? Is the vehicle refusing move orders or waypoints? I'm away from ArmA and I can't recall if createVehicle spawns a vehicle empty or not. Is the vehicle empty by any chance? Experiment with these:createVehicleCrew BIS_fnc_spawnVehicle < Spawns crew if I remember right. BIS_fnc_initVehicle < Can right click on editor placed vehicle and "Edit Vehicle Appearance". Should be able to export your configuration. Give this a try: _veh = createVehicle ["rhsusf_m1025_d_m2", [0,0,0], [], 0, "CAN_COLLIDE"]; createVehicleCrew _veh; comment "Try removing the below line. I doubt that is causing problems though."; _veh animateSource ["IFF_Panels_Hide", 1, true]; _veh setDir _dir; _veh setPos land_SPWN; Hopefully that'll get you in the right direction. Hello, thank you for your reply! The vehicle can't be turned on and driven. The vehicle does not need its crew, the spawn process is done via an interaction and is intended for players! Removing the line w/ the animateSource command solves the problem, so I think it's something related to animations (like not finishing it). Share this post Link to post Share on other sites
reyhard 2082 Posted March 8, 2019 On 3/8/2019 at 1:10 AM, Lorenz94 said: IFF_Panels_Hide Where did you get such anim name? Something like that doesn't exist on M1025 Share this post Link to post Share on other sites
Lorenz94 6 Posted March 8, 2019 On 3/8/2019 at 9:22 AM, reyhard said: Where did you get such anim name? Something like that doesn't exist on M1025 Hi reyhard, you're right. I have confused the anim name with another vehicle. Can be this the problem? The correct anim for this particular vehicle is "hide_CIP". Share this post Link to post Share on other sites
reyhard 2082 Posted March 8, 2019 On 3/8/2019 at 9:26 AM, Lorenz94 said: Hi reyhard, you're right. I have confused the anim name with another vehicle. Can be this the problem? The correct anim for this particular vehicle is "hide_CIP". I would definitely check if it's working correct animation 1 Share this post Link to post Share on other sites