-Total- 0 Posted October 4, 2009 (edited) I started off using General Carver's AC130 script, but his FLIR dialogue was causing conflicts with dialogue and definitions in the existing mission. So, I used Gachopin's FLIR script. Nothing wrong with GC's, I just didn't feel like taking the time to redifine everything lol! Anyway.... I've tried all sorts of combinations to get the C130 to respawn and the weapons reattach themselves to the aircraft. Nothing, as of yet has worked. Here is the closest I have gotten as of yet: http://ripteam.org/arma2/ac130testingTrig3.Chernarus.zip (Running ArmA2 without addons for this) The weapons will try to reattach, but will wind up under the plane making the plane bounce. I've tried various trigger combinations, triggering everything, putting evertyhing in the init line, different order of commands in the init line, etc There's an M119 there as well. I put that in there so I could pull the aircrat forward, jump out, and blow it up with the M119. I pull it forward so it won't respawn on the pile of dirt that wrecks create ;) Can someone take a look and maybe show me what I am missing? Edited October 10, 2009 by -Total- Share this post Link to post Share on other sites
DrStrangeLove_EBDA 10 Posted October 6, 2009 (edited) Depending on what you're using to respawn, have you tried adding something to the respawn script like this: [_veh] execVM "scripts\c130setup.sqf"; where _veh is the respawn script's variable and c130setup.sqf is the name of your script for setting up the c130? It should run every time the vehicle respawns and you can do pretty much whatever you need in that script. Edited October 6, 2009 by DrStrangeLove_EBDA Share this post Link to post Share on other sites
-Total- 0 Posted October 6, 2009 I made script called build.sqf with all of the build parameters in it and still got the same results. I did not, however, use [_veh] at the start. I will try that tonight. I also think part of the problem is in the vehicle respawn script I am using. If I could designate the precise coordinates as the mission.sqm file does, that would eliminate there being any differences in spawn position (which can cause havoc with attachto). ATM, Tophe's vehicle respawn does not allow for coordinatal data. When first previewing the mission, you cna literally watch the weapons get attached. On respawn, it's a whole different action lol! Share this post Link to post Share on other sites
-Total- 0 Posted October 10, 2009 (edited) I am working on a particular script (seen HERE ) I am wondering if items lose their name identity after respawn? I am using Mr Murray's respawn script (I have also tried Tophe's simple respawn script and the one by {nBs**-Myke-{CO**) My problem is that the build (attachto) commands that work at the start of the preview do not attachto on respawn no matter how I trigger the build scripts. Example: Condition: alive airvehicle Action: [weapon1, "ZU23_CDF", Veh1Pos, 270, 10, 10, 1, 1, 1] exec "scripts\vehicle-respawn.sqs"; For the build, I have the following trigger: Action: alive airvehicle Condition: veh = execVM "scripts\build.sqf"; It works at the start, but not on the respawns. Is there something wrong with my sqf files that prevent it from working on respawn? here's the code from the build.sqf ac130cannon attachTo [ac130,[-6,8,-4]]; ac130cannon setdir 270; ac130cannon SetVectorUp [-100,0,100]; deletecollection ac130cannon; ac130cannon removeWeapon "2A14"; ac130cannon addmagazine "ARTY_30Rnd_105mmHE_M119"; ac130cannon addweapon "m119"; ac130cannon addmagazine "2000Rnd_762x51_M134"; ac130cannon addweapon "m134"; ac130cannon addmagazine "750Rnd_M197_AH1"; ac130cannon addweapon "M197"; #include "flir\FLIR_init.sqf" ac130cannonprop attachTo [ac130,[0,8,-4]]; ac130cannonprop setdir 270; ac130cannonprop SetVectorUp [-80,0,500]; ac130cannonprop removeweapon "m119"; gatgunprop attachTo [ac130,[-2,-1,-4]]; gatgunprop setdir 270; gatgunprop SetVectorUp [-80,0,500]; If soemone wants to help me knock this out quickly, hit me up on xfire. My xfire is tota1 @ Moderators, my previous thread was moved to mission editing, but this is not about editing the mission. I had just thrown the zip file up so someone could look at what I had for the scripting without going thru several posts. I am just trying to figure out what script command I am lacking in getting this to work. My apologies in advance for making what would, at first, appear to be a duplicate thread. Edited October 10, 2009 by -Total- Share this post Link to post Share on other sites