mcvittees 0 Posted June 10, 2010 Put it in the 'On Act' field of a trigger. For tesing make it a radio trigger so you can activate it using your radio (press 0-0-radio trigger number). Should appear above your markers position fer shizzle. Share this post Link to post Share on other sites
Simon1901 10 Posted June 10, 2010 Put it in the 'On Act' field of a trigger. For tesing make it a radio trigger so you can activate it using your radio (press 0-0-radio trigger number). Should appear above your markers position fer shizzle. Thank you, now it spawns.. but it's still at ground level. Have you got a clue why, or perhaps even a solution to this? And also, thank you for replying this fast :) Share this post Link to post Share on other sites
genterprise 0 Posted June 13, 2010 Before you guys do more rocket science to just spawn a plane and a pilot... :)Place the functions module in the editor. _vec_array = [markerPos "some_marker", random 360, "A10", west] call BIS_fnc_spawnVehicle; That's it. Paramters and return values: Parameter(s): _this select 0: desired position (Array). _this select 1: desired azimuth (Number). _this select 2: type of the vehicle (String). _this select 3: side or existing group (Side or Group). Returns: Array: 0: new vehicle (Object). 1: all crew (Array of Objects). 2: vehicle's group (Group). The function will add the correct crew members, fill up all crew positions and will spawn aircrafts in the air, aka flying. Xeno ***************** Forgive me - I am totally new to this. How do I "Place the functions module in the editor." Also, how do I then call the Function. I have read over and over where people give functions and name stuff like a noobie to scripting for ARMA knows where to even put the stuff they talk about. Thanks... Share this post Link to post Share on other sites
Profanwolf 10 Posted July 30, 2010 Could someone help me fix this? I don't know if it just doesn't spawn the unit ,or if the unit spawns and doesn't get moved in, someone lend me a hand? planeGroup = CreateGroup West; AN2CAS = createVehicle ["An2_1_TK_CIV_EP1", [(getMarkerPos "AN2Create") select 0,(getMarkerPos "AN2Create") select 1,100], [], 0, "FLY"]; _pilot = planeGroup createUnit ["US_Pilot_Light_EP1", AN2Create, [], 0, "NONE"]; _pilot assignAsDriver AN2CAS; _pilot moveInDriver AN2CAS; I know that AN2Create is a valid marker, and AN2CAS is also valid(the plane). Share this post Link to post Share on other sites
kylania 568 Posted July 30, 2010 getMarkerPos "AN2Create" instead of just AN2Create in the pilot createUnit string. You're not creating a pilot, so the plane is crashing. :) Share this post Link to post Share on other sites
Profanwolf 10 Posted July 30, 2010 getMarkerPos "AN2Create" instead of just AN2Create in the pilot createUnit string. You're not creating a pilot, so the plane is crashing. :) Nevermind, it was the position the stuff was spawning in that was malfunctionining, the 1000,1000,1000 i changed that to getpos AN2CAS, and it worked Now to make the plane face the waypoint it's heading to when it spawns :mad: Share this post Link to post Share on other sites
kylania 568 Posted July 30, 2010 This is the code I used when I needed to do that, the line in blue sets the direction. I had to create something, a shiny ball in this case, because relativeDirTo works on objects not just positions sadly. // Create a little shiny ball we can use to get the direction from start to caller with _blinky = "Sign_sphere10cm_EP1" createVehicle _start; [color="BLUE"][b]_flightPath = [_blinky, _unit] call BIS_fnc_relativeDirTo;[/b][/color] // Spawn the helo, facing the user, in the air at the start location. _ch = [[_start select 0, _start select 1, 50], _flightPath, _chopperType, side _unit] call BIS_fnc_spawnVehicle; Share this post Link to post Share on other sites
DarkEclip 10 Posted August 7, 2010 (edited) Sorry can you delete this post thx Edited August 7, 2010 by DarkEclip Share this post Link to post Share on other sites
mach2infinity 12 Posted April 25, 2011 (edited) I too want to do something similar to the original poster. I want to spawn in some flying objects once the trigger's been activated. Do I need a script to do this or do I input a line of code in the init box of a trigger from the in-game editor? Edited April 25, 2011 by Mach2Infinity Share this post Link to post Share on other sites
neokika 62 Posted April 25, 2011 ;1905070']How do I do this? By learning how to do it maybe? Complete scripting commands list createUnit createVehicle Classnames _neo_ Share this post Link to post Share on other sites
buliwyf 4 Posted April 25, 2011 MrMurray`s ArmA Editing Guide could be very helpful... ;) Share this post Link to post Share on other sites
mach2infinity 12 Posted April 25, 2011 MrMurray`s ArmA Editing Guide could be very helpful... ;) Thanks Buliwyf, for actually being helpful. :) Share this post Link to post Share on other sites
neokika 62 Posted April 25, 2011 ;1905098']Thanks Buliwyf' date=' for actually being helpful. :)[/quote']Although you may think I was not helpful, doesnt mean I actually wasnt, all you need to create objects/units is in my post. Also, you may think I was too harsh on what I said, sorry, but its the same thing that asking what can you do to ride a bike, you have to learn first how to do it, am I wrong? :) _neo_ Share this post Link to post Share on other sites
mach2infinity 12 Posted April 26, 2011 (edited) Although you may think I was not helpful, doesnt mean I actually wasnt, all you need to create objects/units is in my post.Also, you may think I was too harsh on what I said, sorry, but its the same thing that asking what can you do to ride a bike, you have to learn first how to do it, am I wrong? :) _neo_ You were helpful, although your response seemed a little curt. I'm usually patient but as I'm editing a video, which will be the first proper trailer for a mod I want to do. Time is of the essence for me. I'd appreciate if you or anyone would tell me how I can implement a script/code to do it. To refresh, I want flying objects, in my case meteors (you'll see when my video is done!) to spawn when activated by a trigger. Do I write a script with a line such as this one? _veh = createVehicle ["A10",getMarkerPos "marker1",["marker2","marker3"], 0, "FLY"] Regards, [Topgun] Edited April 26, 2011 by Mach2Infinity Share this post Link to post Share on other sites
neokika 62 Posted April 26, 2011 Hey, Yes, you could create a object and then just disable the simulation so it stays on the air, but you need the height too, for example using a marker to get the position and then set the height: _height = 150; _pos = getMarkerPos "marker_1"; _pos set [2, _height]; _veh = createVehicle ["A10", _pos, [], 0, "CAN_COLLIDE"]; _veh enableSimulation false; You could use init.sqf to use the code, also, A10 is not an actual class name, search for it here. _neo_ Share this post Link to post Share on other sites
mach2infinity 12 Posted April 27, 2011 I created a init.sqf file and put it in the mission folder. I created a marker in the editor and named it meteor and I made sure the marker was named meteor in the init.sqf. As for the "vehicle". I un-pbo'd the asteroid pbo and looked in the config.bin file and found its class name; ice_flying_asteroid (there's a second one - ice_flying_asteroid2). I input ice_flying_asteroid in the init.sqf and I loaded the mission. There it was, hanging in the sky haha. Thank you very much Neokika. However, before I can rejoice fully. I wanted to see if I could make it fall from the sky. So I changed _veh enableSimulation false; to _veh enableSimulation true;. It hasn't made a difference and it still hangs there. Furthermore, is there a way to trigger the vehicle spawn? I tried to synchronise a trigger but it wouldn't connect. Share this post Link to post Share on other sites
neokika 62 Posted April 27, 2011 ;1906036']I created a init.sqf file and put it in the mission folder. I created a marker in the editor and named it meteor and I made sure the marker was named meteor in the init.sqf. As for the "vehicle". I un-pbo'd the asteroid pbo and looked in the config.bin file and found its class name; ice_flying_asteroid (there's a second one - ice_flying_asteroid2). I input ice_flying_asteroid in the init.sqf and I loaded the mission. There it was' date=' hanging in the sky haha. Thank you very much [b']Neokika[/b]. However, before I can rejoice fully. I wanted to see if I could make it fall from the sky. So I changed _veh enableSimulation false; to _veh enableSimulation true;. It hasn't made a difference and it still hangs there. Furthermore, is there a way to trigger the vehicle spawn? I tried to synchronise a trigger but it wouldn't connect. Hi TopGun, Well, what may be happening is that the objects youre using (community made) may not have simulation at all, so they will always stay static. Your best option is to go to the Addons Maker's thread and ask what can you do. _neo_ Share this post Link to post Share on other sites