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3l0ckad3

Vehicles are like cats

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So, it's rather comical, but, I want a vehicle on its side, and the setVectorUp, or other commands I have tried all failed, and made the vehicle flip into the air, and even when the vic should have stayed on its side it somehow managed to roll back onto its tires..

I read a bunch of articles, and have not found a single solution..
So, is it possible ?? 

------------------------------------------------------------------------------- edit-------------------------------------------------------------------------------

Brainstorm 

BIS_fnc_attachToRelative to the rescue.. 

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19 minutes ago, 3l0ckad3 said:

I want a vehicle on its side

 

Hello there 3l0ckad3 !

 

So , if i understand you want to do this , as the example ?

_ammobox setVectorUp [1,0,0]; //box is banked 90 degrees to the right

you can also spawn this just a little bit above from the ground , like 1m.

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48 minutes ago, GEORGE FLOROS GR said:

 

Hello there 3l0ckad3 !

 

So , if i understand you want to do this , as the example ?


_ammobox setVectorUp [1,0,0]; //box is banked 90 degrees to the right

you can also spawn this just a little bit above from the ground , like 1m.


Yes, I started with that, and many variations of that block, but did not get the results I wanted, it would shoot the vic up in the air, and even if it landed on its side, it will still turn onto its tires no matter what, so, I remembered an article I read a while back on BIS_fnc_attachToRelative, and so far it works like a charm, however, there is no locality documentation on it,, will it be fine in a dedicated environment ? is my only question now. And thank you for your reply.

----------------edit------------------
And that command will work with boxes, not with vehicles from my experience, vehicles have from what I notice a bug, even if the momentum is wrong, it will still flip to its tires no matter what..

 

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1 hour ago, 3l0ckad3 said:

it will still flip to its tires no matter what..

did u try to disable simulation for the vehicle and then put it on its side?

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4 minutes ago, sarogahtyp said:

did u try to disable simulation for the vehicle and then put it on its side?


Yeah, but I want the vic burning too, so, it worked, but I didn't get the emitters working with sim disabled. 

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For more realism, like in riot, think about addtorque Sometimes it needs a great value.

Tested with a hunter named myHunter. Run that in a script or a radio trigger:

myHunter addtorque [0,200000,0];

After a short delay, you can apply myHunter setdamage 1 for explosion, or even myHunter setdamage [1,false] + fire effect,

but the hunter wreck will be back on his wheels, so you need to add:

myHunter enableSimulationGlobal false;

 

For a Hunter, stopped:
 

0 = myhunter spawn {
  _this addtorque [0,200000,0];
  sleep 1;
  _this addtorque [0,40000,0];
  sleep 3;
  _this setdamage [1,false];
  _fire = createVehicle  ["test_EmptyObjectForFireBig", getpos _this,[],0,"can_collide"];
  _this enableSimulationGlobal false
};

Have fun with parameters (and addTorque behavior...)

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