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Found 6 results

  1. Hi, I'm changing the player's vehicle with a script, and I want the turret of the new vehicle to face the same way as the old one did. Before changing the vehicle, I'm getting the old turret's aiming position with this: _turretDirection = eyePos vehicle _x; And to make the new turret rotate I tried this : _veh unitTurret(_x) lookAt _turretDirection; and this: _x lookAt _turretDirection; but it doesn't work.
  2. Hi. How can I make vehicles face a particular direction? (similar to how you order your units to face a direction, so that the vehicle does it willingly!)
  3. [RELEASE] Script to para jump and land with your squad in formation When using steerable parachutes, my squad never followed me. They were spinning around, hanging in their parachutes, and they were landing wherever they want. I got tired to catch up with my squad after every jump, so I wrote this script. WHAT IT DOES: If you go into freefall, your squad will drop out of the aircraft. When not looking at your squad, it gets repositioned behind you. In freefall and when they are in their parachutes. Your squad opens the parachute when you do, or when they reach a height between 100 and 75 meters. Your squad should land close to you. To make the units not spin around in their parachutes, the simulation of the parachute is disabled. THE SCRIPTS: Add this eventhandler for your player unit, to check for freefall animation: AIM_fnc_paraDropInit (this adds the action to open your parachute, handles your squad exit out of the aircraft, and initializes the formation) AIM_fnc_paraDropParachute (this opens your parachute, and for squad members it waits until you have opened your parachute) AIM_fnc_paraDropFormation (keeps your squad close to you, until you landed) YOU HAVE FOUND ISSUES OR YOU HAVE OPTIMIZATION SUGGESTIONS? Don't hesitate to tell me your feedback, down in the comments below. ANYTHING ELSE? No. Just have fun! 🙂 MAKE ARMA, NOT WAR! ...and maybe check out... "OPCOM - OPERATION COMMAND"
  4. The Dismount mod allows the player to exit the vehicle at the point closest to where they are looking. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1841553455 https://github.com/ampersand38/dismount-where-you-look/releases/latest
  5. Recently I found using of VR garage from this mission. but in this, I can't set my direction of spawning vehicle. I asked to mission editor about this, but he can't do anything without BI garage(or vr garage) system changes. I think so too... is there any way to add set direction option to this https://community.bistudio.com/wiki/BIS_fnc_garage or this one https://community.bistudio.com/wiki/createVehicle ?
  6. Hey everybody! I have saved 4 different positions and their relative directions to spawn a unit, but unit's direction never matches the one I saved. First, this is the code I am using: _pos = [ [3144.13,3984.86,1.24656], [3148.41,3982.62,1.1283], [3148.64,3979.73,1.10767], [3153.13,3977,1.0178] ]; _dir = [16.0291,308.932,328.367,320]; _dice = count _pos; _dice = floor (random _dice); _grp = createGroup EAST; _unit = _grp createUnit ["O_G_Soldier_F", markerPos "marker", [], 0, "NONE"]; _unit setPosATL (_pos select _dice); sleep 1; _unit allowFleeing 0; _unit setDir(_dir select _dice); _unit setUnitPos "MIDDLE"; I check unit's direction after it's creation with _dirTarget = getDir cursorTarget; hint str(_dirTarget); For example my last 3 spawns: Instead of 308.9 it's 338.9 Instead of 328.3 it's 358.3 Instead of 16.02 it's 0.011 How is that possible and how am I able to stop this behaviour? It's driving me crazy, because I need them quite accurate. I tried with different sleep values, with and without allowFleeing or setUnitPos. I don't get it. Kind Regards.
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