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Rayers12

How to make planes stay on runway

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I have 4 planes stationed on the runway, but they automatically take off. i have tried hold waypoints with radio triggers, any ideas?

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Hi Rayers12,

I've just pulled this one off for the mission I'm creating. :D

Have the fuel set to zero (manually) and then set a trigger so that when its condition is met you set the fuel of the plane back to 1.

Hope this trick works for you too. :D

Best, Splicer.

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Any of these should do it:

doStop this;
this disableAI "MOVE";
this setFuel 0;

EDIT: damn you Splicer :P

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Are those Init commands?

@ splicer, how do I do that?

Edited by Rayers12

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Any of these should do it:

doStop this;
this disableAI "MOVE";
this setFuel 0;

EDIT: damn you Splicer :P

@ Andy455,

He he he... Hey, I just started coding a couple of weeks ago bud! :D

Still, I do like your code too! :thumbsup:

Best, Splicer.

---------- Post added at 04:47 PM ---------- Previous post was at 04:40 PM ----------

Are those Init commands?

@ splicer, how do I do that?

Nope, you need a script.

And how I did that? Well... Here's how I did it.

I created a plane (give it a name) and then set a condition (could be a value in an algorithm, the presence or absence of an object/unit, a trigger) where when met it uses the following code:

plane_name setFuel 1;

And then there it goes the plane... taxing down and then takes off. :D

Let me know if I can be of more help.

All the best, Splicer.

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@Splicer,

Me too :) slowly getting there though

@Rayers12,

Yes they are supposed to be used in the init field, you can use any one of those and it should do the job. I hear that setting fuel to 0 works best but its up to you.

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@Splicer,

Me too :) slowly getting there though

Cool! Glad to see you're also picking it up quickly. :bounce3:

I hear that setting fuel to 0 works best but its up to you.

If you don't set the fuel to zero then you can hear the engines of the darn plane. Turning to zero makes it quiet, which is very nice when your are previewing the mission around the planes. :D

Best, Splicer.

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Figured it out using the commands provided without checking the thread. I've been playing these games since the days of ArmA 1.06 and am still a newb.

Also, why don't the planes take off properly in the unpaved airports of Sahrani? (CAA1)

Edited by Rayers12

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Hi Rayers12,

Great to hear you're using your ArmA1 know-how for ArmA2. :)

About your question regarding the planes not taking off when on unpaved airports...

I tried that with the airstrips in Chernarus and no luck either. I think it's because they can't reach min speed to create enough lift to take off. So they end up taxing/driving instead.

I even tried to get them go full throttle to see if that would work, but no luck either. :(

Maybe that's the case at Sahrani too?

Thanks for the note. Best, Splicer.

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Well, my problem was that they would turn and drive unto buildings.

But, thats good too.

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HOWEVER...

It just occurred to me that if we put a trigger at the end of the airstrip TO PLACE THE PLANE IN THE AIR... then it should continue flying!

It's cheating, but will get the plane "take off".

What do you think?

Splicer.

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Can we place a trigger on the un paved runway that when the plane hits that part of the runway, it activates the trigger, that then give the plane the speed and what ever needs to be set for it to be able to take off. (Maybe Flap Position also). If that is possible, how would such the script and or trigger read. (I have the idea - but I am new to the scripting here sorry).

Thanks

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Can we place a trigger on the un paved runway that when the plane hits that part of the runway, it activates the trigger, that then give the plane the speed and what ever needs to be set for it to be able to take off.

Yeah, it works, i did it like that too. But there are few thinks. If the airplane land ant you want him to T/O, you must place the trigger on taxiway where the plane enter ranway again. Also it works like.... so i give it timer and then, I wrote in Act.: plane1 setVelocity [50,0,7]. This values are in m/s and for example for C130 you need 150 km/h. Number 7 is vertical speed, plane still was not able to climb out. WARNING: These are vectors(x,y,z), so in this form it gave airplane speed 180 km/h to EAST. It wants to playing with it. Timer you just need to trying. In my case i somehow hit right value on second time and exactly into lift off point.

About flaps... I don´t know, it bothering me too. But the airplane will set flaps at lift off speed.

I need help too.

My idea, as shown on picture, is, that airplane land, unload me at desired position and then take off and fly away. But it goes along red line on picture and dont stop, i want that blue one. This is Panthera map. Plane goes from left. Can anyone help me? I´m new to mission editting.

Edited by BJHawk

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