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Syncing Editor placed boat with tidal system from Utes.

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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...

NDprjmP.png 

 

Submerged by 10:42...

alxBp3y.png

 

Reappears at 16:40...

FGvT30r.png

 

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? 

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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 //

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Perhaps you could periodically reset its position (setPosASL or maybe setPosASLW) as long as it is unoccupied?

 

*edit* - sniped!

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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 ?

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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.

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