Mixuray 3 Posted April 1, 2019 Hello there! I'm working on a remake of the "East Wind" campaign where I replace every NATO unit with a Bundeswehr unit (BWMod). I'm currently working on the first mission of the campaign, now here's my problem: There's a game logic entity where MacKinnon's vehicle is supposed to lie on the side. I replaced the Hunter with an Eagle. Now when I'm starting the mission, the Eagle is stuck in the ground. Mods: BWMod Bundeswehr ReTex Pack CBA_A3 I'm not a programming god and I have no idea how to fix this issue! Any ideas? Thanks in advance! Images: Game Logic in editor: https://ibb.co/2YqB3Rm How it looks like in the mission: https://ibb.co/9y1k8wy Game logic code: https://ibb.co/YWs2tLc Vehicle code: https://ibb.co/PgFG74h PS: Sorry for my english skills... Share this post Link to post Share on other sites
sarogahtyp 1108 Posted April 2, 2019 could you post the code in a code block instead as a picture next time pls? I don't like to copy ur code by manually writing it. In your vehicle code you can adjust the positions Z value. I guess you posted code from mission.sqm. There the position format is [X,Z,Y]. But maybe you could just change the height in Eden? Share this post Link to post Share on other sites
Mixuray 3 Posted April 2, 2019 Quote 2 hours ago, sarogahtyp said: could you post the code in a code block instead as a picture next time pls? Didn't know that works tbh ._. class Item7 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={5031.0117,214.66179,5886.9077}; azimut=180; special="NONE"; id=11; side="WEST"; vehicle="BWA3_Eagle_Tropen"; leader=1; lock="LOCKED"; skill=0.2; text="BIS_offTruck"; init="clearWeaponCargo this; clearMagazineCargo this; clearItemCargo this; clearBackpackCargo this; this setCaptive true; this setBehaviour ""CARELESS""; this engineOn true"; }; }; }; class Item92 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={5690.8989,100.55788,5313.7993}; azimut=-120.07909; special="NONE"; id=128; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.2; text="BIS_logic2"; }; }; }; Changing the height of both, the vehicle and the game logic entity, didn't do anything. It's still stuck in the ground. I forgot to say that BIS_offTruck is starting position is at Camp Rogain Images BIS_offTruck starting Position: https://ibb.co/7XKRv25 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted April 2, 2019 try to add this in the vehicles init line: _pos_corr = getPos this; _pos_corr resize 2; _d = _pos_corr pushBack 0.1; this setPos _pos_corr; gets vehicles position, deletes Z value, adds a Z value of 0.1 (10 cm), sets vehicle to new position. how do you rotate the vehicle aound its y-axis? Share this post Link to post Share on other sites
Mixuray 3 Posted April 2, 2019 Thanks, but it's still not working. Can i give you the pbo file of the mission so it's easier to figure out whats wrong? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted April 2, 2019 3 minutes ago, Mixuray said: Can i give you the pbo file of the mission so it's easier to figure out whats wrong? no .pbo pls. you could do a zip file with the un-pbo-ed mission in it. Share this post Link to post Share on other sites
Mixuray 3 Posted April 2, 2019 Here it is: https://www.file-upload.net/download-13557622/A_in.Stratis.zip.html Share this post Link to post Share on other sites
sarogahtyp 1108 Posted April 2, 2019 23 minutes ago, Mixuray said: Here it is: https://www.file-upload.net/download-13557622/A_in.Stratis.zip.html sadly my employer blocks this page. google drive would work ... EDIT: it worked now Share this post Link to post Share on other sites
sarogahtyp 1108 Posted April 2, 2019 Problem could be in initMission.hpp in function BIS_crashSite. there the position of the BIS_offTruck is set with a Z-value of -0.8. this should be 0 or 0.1: BIS_crashSite = { // Kill driver and commander {_x setDamage 1} forEach [BIS_officer, BIS_offTruckD]; // Set up truck BIS_offTruck enableSimulation false; ["Seting the truck up:%1", 1] call BIS_fnc_LogFormat; /* BIS_offTruck setPos [5690.8989,5313.7993,-0.5]; BIS_offTruck setDir 125; BIS_offTruck engineOn false; */ [] spawn { scriptName "initMission.hpp: BIS_crashSite"; // Move the truck into position sleep 2; BIS_offTruck setPos [5690.8989,5313.7993,-0.8]; // <<<------- HERE change Z to 0 instead of -0.8 BIS_offTruck setDir 125; [BIS_offTruck, 2, 265] call BIS_fnc_setPitchBank; BIS_offTruck setDamage 0.7; {BIS_offTruck setHitPointDamage [_x, 1]} forEach ["HitRFWheel", "HitRF2Wheel", "HitLF2Wheel"]; BIS_offTruck allowDamage false; BIS_offTruck engineOn false; }; // Add engine smoke BIS_truckSmoke = "#particlesource" createVehicle [10,10,10]; BIS_truckSmoke setParticleClass "WreckSmokeSmall"; BIS_truckSmoke attachTo [BIS_logic2, [-1.4,-0.4,1.6]]; // Add smoke sound BIS_truckSmokeSound = createSoundSource ["Sound_SmokeWreck1", [10,10,10], [], 0]; BIS_truckSmokeSound attachTo [BIS_logic2, [-1.4,-0.4,1.6]]; // Unhide commander BIS_officer hideObject false; BIS_officer enableSimulation true; // Create mine BIS_truckMine = "ATMine_Range_Ammo" createVehicle [5680.392,5314.729,0.000]; }; changes in init line of that vehicle can be reversed. 1 Share this post Link to post Share on other sites
Mixuray 3 Posted April 2, 2019 I'm trying it! EDIT: It works!!! Thank you so much man! 1 Share this post Link to post Share on other sites