Casio91Fin 31 Posted May 17, 2023 hi i need answers to this How would I make the vehicle move after touching the ground. And yes, I have looked at the forum pages for help, but others have had the same problem. here is my script I know that here there is no command for the vehicle to move to X location. Spoiler _HeliSpawnPos = AttackCenterPoint getRelPos [3000, random 360]; _dir = [_HeliSpawnPos, AttackCenterPoint] call BIS_fnc_dirTo; _cargoHeliType = "O_Heli_Transport_04_F"; _CargoHeli = [_HeliSpawnPos, _dir, _cargoHeliType, east] call BIS_fnc_spawnVehicle; _HeliSlingLoadVehicle = selectRandom ["rhsgref_BRDM2_msv","rhs_brm1k_vdv","rhs_bmp1k_vdv","rhs_bmd2","rhs_bmp2e_vdv"]; _CHeli = _CargoHeli select 0; _CHeliGroup = _CargoHeli select 1; _CHelicrew = _CargoHeli select 2; _CHeli setVehicleLock "LOCKEDPLAYER"; _CHeli allowDamage false; { _x setCaptive true; _x allowFleeing 0; _x setUnitAbility 1; _x setSkill 1; _x setUnloadInCombat [false, false]; _x allowDamage false; _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x disableAI "LIGHTS"; _Infantry = _Infantry + 1; } forEach units _CHelicrew; _LandVehicleSpawn = [_HeliSpawnPos, 500, 1500, 35, 0, 0, 0] call BIS_fnc_findSafePos; _Vehicle = [_LandVehicleSpawn, random 360, _HeliSlingLoadVehicle, east] call BIS_fnc_spawnVehicle; _SiVehicle = _Vehicle select 0; _SiVcrew = _Vehicle select 1; _SiVGroup = _Vehicle select 2; _SiVehicle setVehicleLock "LOCKEDPLAYER"; _TransportVehicleXposition = [AttackCenterPoint, 500, 1000, 35, 0, 1, 0] call BIS_fnc_findSafePos; _WP1 = _CHelicrew addWaypoint [_LandVehicleSpawn, 0]; _WP1 setWaypointType "HOOK"; _WP1 setWaypointSpeed "NORMAL"; _WP1 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"]; _WP2 = _CHelicrew addWaypoint [_TransportVehicleXposition, 10]; _WP2 setWaypointType "UNHOOK"; _WP2 setWaypointSpeed "NORMAL"; _WP2 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"]; _WP3 = _CHelicrew addWaypoint [_HeliSpawnPos, 0]; _WP3 setWaypointSpeed "FULL"; _WP3 setWaypointType "MOVE"; _WP3 setWaypointStatements ["true", "{deleteVehicle _x} forEach crew (vehicle this) + [vehicle this];"]; Share this post Link to post Share on other sites
pierremgi 4737 Posted May 18, 2023 (edited) Just insert some lines: //////////////////// _LandVehicleSpawn = [_HeliSpawnPos, 500, 1500, 35, 0, 0, 0] call BIS_fnc_findSafePos; _Vehicle = [_LandVehicleSpawn, random 360, _HeliSlingLoadVehicle, east] call BIS_fnc_spawnVehicle; _SiVehicle = _Vehicle select 0; _SiVcrew = _Vehicle select 1; _SiVGroup = _Vehicle select 2; _SiVehicle setVehicleLock "LOCKEDPLAYER"; _TransportVehicleXposition = [AttackCenterPoint, 500, 1000, 35, 0, 1, 0] call BIS_fnc_findSafePos; [_siVehicle,_siVGroup] spawn { params ["_siVehicle","_siVGroup"]; waitUntil {sleep 2; !isTouchingGround _siVehicle}; sleep 3; waitUntil {sleep 2; isTouchingGround _siVehicle}; private _wp = _siVGroup addWaypoint [getpos player,0] }; // CORRECTION FOR YOUR CODE: _WP1 = _CHeliGroup addWaypoint [_LandVehicleSpawn, 0]; _WP1 setWaypointType "HOOK"; _WP1 setWaypointSpeed "NORMAL"; // delete this waypoint statement line, sam for _WP2 /////////// Edited May 22, 2023 by pierremgi Waypoint statements are unconsistent. Remove the for _WP1 & 2 Share this post Link to post Share on other sites
Casio91Fin 31 Posted May 18, 2023 @pierremgi thx it working Share this post Link to post Share on other sites
Larrow 2794 Posted May 21, 2023 On 5/17/2023 at 6:02 PM, Casio91Fin said: _WP1 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"]; _WP2 setWaypointStatements ["true", "_CHeli land 'get in'; _CHeli setSlingLoad _Vehicle; _CHeli land 'NONE';"]; You cannot use the local variables _CHeli and _Vehicle in the waypoint statements as they will be out of scope. Rather than having the _vehicle spawn a script that is always waiting from its initial inception as shown by @pierremgi use the waypoint where you unhook it to start adding waypoints once it's touching the ground. 1 Share this post Link to post Share on other sites