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Ex3B

How to add an action to hide heli blades?

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Basically, I want to pack more helis in an area, and no A3 units have a rotor fold script... But rotors do dissapear when rotor s are damaged ...

If possible I would like to enable a player to approach a landed helo with it's engine off, and hide/remove/"pack" the blades.

Ideally, I would want to require an action from a player outside the heli to "unpack" put the blades back before the engine can start.

 

If not, then I guess just using the engine event handler to unhide the blades when the engine turns on would be fine.

 

Anyway to do this?

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I supose you are trying to get more helicopters inside a ship's hangar.

 

I think you can use

 

 _helo setHit ["main rotor", 1];

 for removing the main rotors of the helicopters.

You may need to use 

 

_helo getHit "main rotor";

to retrieve the damage level of the rotors...

 

Since one of the last updates (this month) a new vehicleincargo eventhandler has been added. You could use that to automatically remove the rotor when in a ViV space.

 

I also think you had problems while unloading planes and helicopter from the hangar.

I had the same problem in my Hyuga class DDH and I have devised an script workaround for that.

 

Consider that the same eventhandlers could be used to position the unloaded vehicle after exiting the ViV space.

 

The you could use getpos and modeltoworld to locate the position of a memory point in the model and setpos the vehicle in it when unloading a vehicle from a ViV space.

Just PM me if you need help with the LHD....

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  On 8/21/2021 at 5:46 PM, mankyle said:

I supose you are trying to get more helicopters inside a ship's hangar.

Actually, just trying to be able to pack them closer together on a deck

  14 hours ago, mankyle said:

I think you can use

 _helo setHit ["main rotor", 1];

 for removing the main rotors of the helicopters.

I would rather not do it this way (plus I seem to recall trying it already, and it didn't seem to work)

I want it to be reversable, but to make this reversable requires repairs, and having it as an action for a man results in a man able to repair main rotors to 100%

  14 hours ago, mankyle said:

Since one of the last updates (this month) a new vehicleincargo eventhandler has been added. 

Ah, about time, I will use that to update a different script.

  14 hours ago, mankyle said:

I also think you had problems while unloading planes and helicopter from the hangar.

I had the same problem in my Hyuga class DDH and I have devised an script workaround for that.

 

Consider that the same eventhandlers could be used to position the unloaded vehicle after exiting the ViV space.

 

The you could use getpos and modeltoworld to locate the position of a memory point in the model and setpos the vehicle in it when unloading a vehicle from a ViV space.

Well, the script I have now works: but it sleeps for 10 seconds (due to the lack of an event handler to signify when to do this), then removes all actions and adds back an action to unload to the port or starboard elevators. I'd rather have an event handler, as you can imagine that this script is less than ideal (one big improvement already would be to only remove the previously added actions)

 

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