CG Man 0 Posted June 29, 2009 Does anyone know how to make the Ai F-35 take off from the carrier? I can get an Ospray to do it but the F-35 or Harrier just drives off the side and blows up. Share this post Link to post Share on other sites
TurokGMT 0 Posted July 3, 2009 try making the pilot perform an action first eg <name of F35 pilot> action ["autohover"]; The array needs more entries to complete, which you'll have to look up in a command reference elsewhere. Hope that helps a little. Share this post Link to post Share on other sites
bravo1romeo 10 Posted July 14, 2009 autohover action is: unitName action ["autoHover", vehicleName] vehicleName can be set as: vehicle unitName eg: unitName action ["autoHover", vehicle unitName] ofcourse replace unitName with the name of the pilot HOWEVER: autoHover will only work with human controlled players, not the AI. IF an AI is in control of a plane, and it is not flying, the AI will try to taxi to the airport and take off from the runway, they seem to want to do this even if you use the disableAI command. This is why if you put a plane on the carrier with an AI it will happily turn and taxi off the starboard side. You can get the effect of an AI controlled plane launching off the carrier with a script which gradually changes the velocity of the plane until it is off the end of the carrier and then you leave it for the AI pilot to take over, you can do this with the A10 even though if you try to take off from the carrier manually yourself in an A10 you wont get the speed in time and you will crash, think of it as a 'catapult' script. The same script method can be used to launch a plane like the F35 or AV8 vertically, however without the nossels pointing downward it just doesn't feel right. I've tried to script the thrusters downward using the animation command, I pulled apart the config.bin for the F35 and found an animation reference to "vtol" but using the command: f35 animate["vtol",1]; (or 0) doesnt seem to do anything to the f35. (yes I have named it f35 I've checked the basics). unlike the MV22 where the pack script calles on a similar reference: _mv22 animate["pack_engine_1",_phase]; using the command: mv22 animate["pack_engine_1",1]; (with an Osprey named mv22), will turn the left engine forward, and mv22 animate["pack_engine_1",0]; will turn it upwards. using "pack_engine_2" will do the right side engine. and calling the script with: _handler = [mv22,1] execvm "\ca\air2\mv22\scripts\pack.sqf"; fully packs the Osprey, _handler = [mv22,0] execvm "\ca\air2\mv22\scripts\pack.sqf"; fully unpacks. But no luck for animation for the nossels on the F35. Maybe somone from BIS can hint us as to what animations to call or even how to force an AI into VTOL mode. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 14, 2009 The animations for the F35 use specific animation controllers (I'm not exactly which ones), and therefore cannot be animated via the animate command. You would have to define new user animations in the config to do this. Share this post Link to post Share on other sites