XOSPECTRE 40 Posted June 12, 2019 Hello there.. I have problem.. I need detach helicopter from ship but when I detach it falls tru the object and I need some solution how to keep helicopter on place until its start engines. Can I detach helicopter and imidiately set engine of rotor on max to make it. "hovering" to prevent it from falling? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 13, 2019 why do u attach the heli and which ship are u talking about? afaik u could just place the heli on ships deck without attaching it. Share this post Link to post Share on other sites
beno_83au 1369 Posted June 13, 2019 5 minutes ago, sarogahtyp said: why do u attach the heli and which ship are u talking about? afaik u could just place the heli on ships deck without attaching it. I remember in VBS the Australian carrier had this problem. I think I attached some concrete blocks to it just barely below the deck's surface and ran with that for what I was doing, but that was ages ago now. Another way though that may do the job is to use isEngineOn: waitUntil {isEngineOn _helo}; sleep 30; //allow the heicopter time to power up detach _helo; Maybe combine that with some AI commands like flyInHeight to get the desired effect, and edit the length of the sleep as you need. 1 Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 1 hour ago, sarogahtyp said: why do u attach the heli and which ship are u talking about? afaik u could just place the heli on ships deck without attaching it. I can't put Heli on deck because I attach liberty to another smaller ship to make liberty drivable /movable but atachded object missing geometry lod for vehicles u can walk on atachded liberty but u can't land on it. I. Trying to script entire navy operations which going well except helicopter Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 1 hour ago, beno_83au said: I remember in VBS the Australian carrier had this problem. I think I attached some concrete blocks to it just barely below the deck's surface and ran with that for what I was doing, but that was ages ago now. Another way though that may do the job is to use isEngineOn: waitUntil {isEngineOn _helo}; sleep 30; //allow the heicopter time to power up detach _helo; Maybe combine that with some AI commands like flyInHeight to get the desired effect, and edit the length of the sleep as you need. I tried almost any object I ca find in editor and still everything atachded have no collision model. Share this post Link to post Share on other sites
beno_83au 1369 Posted June 13, 2019 11 minutes ago, XOSPECTRE said: I tried almost any object I ca find in editor and still everything atachded have no collision model. Did you try the second suggestion I gave you? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 13, 2019 22 minutes ago, beno_83au said: Did you try the second suggestion I gave you? I guess you can't turn engine of the chopper on as long as it is attached. Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 U can't put helicopter on atachded liberty it have no collision model it will fall tru it. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 13, 2019 6 minutes ago, XOSPECTRE said: U can't put helicopter on atachded liberty it have no collision model it will fall tru it. that's what we understood already since u mentioned that you attached a boat to get it drivable... Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 I was thinking.. :D.... In zeus if u put helicopter In The air it have engines on max speed straight away is there any command to do it after detach _heli command? I mean u don't have to w8 until heli start engines from 0 to1 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted June 13, 2019 4 minutes ago, XOSPECTRE said: I was thinking.. :D.... In zeus if u put helicopter In The air it have engines on max speed straight away is there any command to do it after detach _heli command? I mean u don't have to w8 until heli start engines from 0 to1 try setVehiclePosition: Quote special (Optional): String - Could be one of the following: "FLY" - if vehicle is capable of flying and has crew, it will be made airborne at default height. Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 Well I use this as only usable solution _aboveAndBehindPlayer = player modelToWorld [0,-1,3]; And then I put sleep 0.1 and copy paste it about 100 times and I have enough time to start engines. So it's been solved now 2 Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 13, 2019 _ladder setPos (_building modelToWorld [_x, _y, _z]); copied from arma wiki Share this post Link to post Share on other sites