EO 11274 Posted April 8, 2023 Is it possible to synchronize a hand placed boat with the tidal system from Utes? Mission takes place on Moschnyi Island (which inherits the tidal system from Utes) and ending requires a boat to leave the island, however the placed boat doesn't sync with the time/tide... Boat is initially placed at 06:27, all good... Submerged by 10:42... Reappears at 16:40... Tested in-game, same results. Clearly I don't want the player to roll up on the extraction point to find a submerged boat. Any ideas folks? Share this post Link to post Share on other sites
Stormmy1950 42 Posted April 8, 2023 0 spawn { private _boat = this; private _crewIn = fullCrew _boat; while {count _crewIn < 1} do { private _pos = getPosASL _boat; _pos set [2,2]; //2, is Z axis and 2 is how many meters above SeaLevel you would like to be in this case 2m. _boat setPosASL _pos; uiSleep 0.2; }; }; Myb try something like this in Init of a vehicle. Also I havent tested this and its like super ugly way of doing something like this. Also when you copy in Init of a vehicle dont forget to remove // 1 1 Share this post Link to post Share on other sites
Harzach 2516 Posted April 8, 2023 Perhaps you could periodically reset its position (setPosASL or maybe setPosASLW) as long as it is unoccupied? *edit* - sniped! 2 Share this post Link to post Share on other sites
Stormmy1950 42 Posted April 8, 2023 Also i just noticed are you sure when you play the mission the boat is not going up becouse those pictures are in Eden editor witch objects are not simulated ? Share this post Link to post Share on other sites
EO 11274 Posted April 8, 2023 Just now, Stormmy1950 said: Also i just noticed are you sure when you play the mission the boat is not going up becouse those pictures are in Eden editor witch objects are not simulated ? 22 minutes ago, EO said: Tested in-game, same results. @Harzach, just what I needed, thanks. 2 Share this post Link to post Share on other sites