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sgt_hawkins

Static Vehicles?

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Ok I'm sure what I am trying is probably obviously simple:confused:...and I can't seem to find it on the forums.. Im placing some boats next to the Carrier with (this setPosASL [position this select 0, position this select 1, 16.7]) what I want to do is have the boats stay at that height until A trigger is activated...

The only thing I need is a way to disable the gravity temporary so that the boat doesn't fall in the water on Mission start up. Is there a way to turn Objects to static temporarily?Or is another method used... Thanks in advance...

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I think is no posible to desactivate fisics, an alternative I think is doing this:

mantain_up = true;

while {mantain_up} do {

setposasl....

};

only you need is when mision stars or when you want set in a trigger mantain_up = false;

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  Monsada said:
I think is no posible to desactivate fisics, an alternative I think is doing this:

mantain_up = true;

while {mantain_up} do {

setposasl....

};

only you need is when mision stars or when you want set in a trigger mantain_up = false;

That line is not accepted are you sure its spelled right?This would be in the init line of the unit I'm guessing...The other option I'm dreading is putting two small objects under the boat to keep it from falling..and deleting them later with a trigger...

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I've had to do something similar a while back, I ran into two solutions, avoiding looping scripts, etc.

1. Disable boats simulation after setting it's position with enableSimulation command. Downside to this is that any cargo that's inside will be unable to move their heads, etc. The trigger when activated, re-enabled the boats simulation.

2. (The one I used) Was to attach the boat to a sunken flagpole object (I'm guessing many other would work too), this bypasses the downside of not being to look around. Detach the boat when you need it to move again.

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  Sniperwolf572 said:
I've had to do something similar a while back, I ran into two solutions, avoiding looping scripts, etc.

1. Disable boats simulation after setting it's position with enableSimulation command. Downside to this is that any cargo that's inside will be unable to move their heads, etc. The trigger when activated, re-enabled the boats simulation.

2. (The one I used) Was to attach the boat to a sunken flagpole object (I'm guessing many other would work too), this bypasses the downside of not being to look around. Detach the boat when you need it to move again.

The second one you recommended worked just like you said but for some strange reason it makes it alot harder to enter the vehicle it requires a massive amount of tweaking :smash: because it has to be just right for the vehicle to be assessable....But this was what I was looking for thanks....:D

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