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Solarcode red

Virtual Garage Height Adjustment

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Hello I would like to place a virtual garage on the USS Freedom so players can pick what aircraft they want. But it always spawns at the bottom of the ocean is there anyway I can have it spawn at a certain height like the deck thanks in advance. 

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You need to teleport your aircraft once created.

Name your carrier:  CVN  (example)

Then, place a trigger (where you want to spawn other vehicles, elsewhere, not on board),

make it fire at start : set condition to  TRUE   (instead of this)

in on activation field:


 

player addAction ["Open Garage", {
  private _pad = createVehicle [ "Land_HelipadEmpty_F",getpos (_this#3#0),[],0,"CAN_COLLIDE"]; 
  ["Open", [true, _pad]] call BIS_fnc_garage; 
},[thisTrigger]]; 
 
addMissionEventHandler ["entityCreated", { 
  params ["_veh"]; 
  if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}}) then { 
    _veh setdir (getdir _veh + ([164,344] select (getdir CVN >180))); 
    _veh setposASL (cvn modelToWorld [-35,35,23.8]); 
  } 
}];

 

This will place your aircraft at starboard side, between the 2 elevators. You can tune the position, changing the 2 first figures in modelToworld offset.

Note: all FA/18 from garage will be placed aboard the carrier, if you filter (type of aircraft for example) inside the condition like:

if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}}) then ...

 

Spawning aircraft (or any vehicle) at different positions (and avoid collision) needs extra lines.

 

 

 

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On 10/14/2022 at 3:06 AM, pierremgi said:

You need to teleport your aircraft once created.

Name your carrier:  CVN  (example)

Then, place a trigger (where you want to spawn other vehicles, elsewhere, not on board),

make it fire at start : set condition to  TRUE   (instead of this)

in on activation field:


 


player addAction ["Open Garage", {
  private _pad = createVehicle [ "Land_HelipadEmpty_F",getpos (_this#3#0),[],0,"CAN_COLLIDE"]; 
  ["Open", [true, _pad]] call BIS_fnc_garage; 
},[thisTrigger]]; 
 
addMissionEventHandler ["entityCreated", { 
  params ["_veh"]; 
  if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}}) then { 
    _veh setdir (getdir _veh + ([164,344] select (getdir CVN >180))); 
    _veh setposASL (cvn modelToWorld [-35,35,23.8]); 
  } 
}];

 

This will place your aircraft at starboard side, between the 2 elevators. You can tune the position, changing the 2 first figures in modelToworld offset.

Note: all FA/18 from garage will be placed aboard the carrier, except if you filter (type of aircraft for example) inside the condition like:

if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}}) then ...

 

Spawning aircraft (or any vehicle) at different positions (and avoid collision) needs extra lines.

 

 

 

Sorry for the late response thank you for taking the time to help me out I'll try this right away thanks 

 

 

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well I tried it and it just made a virtual garage at the trigger location and I tride putting it on the boat as well and it just spawns inside it maybe I did something wrong idk but thanks for trying 

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13 minutes ago, Solarcode red said:

well I tried it and it just made a virtual garage at the trigger location and I tride putting it on the boat as well and it just spawns inside it maybe I did something wrong idk but thanks for trying 

 

No, the trigger location is just for all vehicles you don't want to see on board.

For carrier, you need to apply your own filter (bold font):

if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}})

I can't choose that for you.

Opening twice a garage without moving the first vehicle will stack the both vehicles at the same place, so they will explode. Garage is not optimized as is, because it creates default (previous) vehicle even if you close it. There is a lack of validating button, imho.

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On 10/21/2022 at 11:15 PM, pierremgi said:

 

No, the trigger location is just for all vehicles you don't want to see on board.

For carrier, you need to apply your own filter (bold font):

if (_veh isKindOf "B_Plane_Fighter_01_F" && {!isNil {_veh getVariable "bis_fnc_arsenal_idc"}})

I can't choose that for you.

Opening twice a garage without moving the first vehicle will stack the both vehicles at the same place, so they will explode. Garage is not optimized as is, because it creates default (previous) vehicle even if you close it. There is a lack of validating button, imho.

I was able to figure it out and I appreciate all the help you gave 

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