hogansheroes

initiate launch sequence On The Carrier

7 posts in this topic

With a photo provided i was wondering has anyone got the catapults working on the carriers as to me seems a waste to have the dlc jets and you cant take off from the carrier.

it works in the editor this is where i got the picture from but it dont work on mp servers, or am i missing something.

cheersinitiate launch sequence.jpg

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Err, just a thought as I haven't tried myself but, could be that you need simulation? Have you tried switching between global and dynamic and seeing if it makes it work? 

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4 minutes ago, BaroN said:

Err, just a thought as I haven't tried myself but, could be that you need simulation? Have you tried switching between global and dynamic and seeing if it makes it work? 

i have mate, simulation is set to true well ticked 

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Ok man, sorry, just a thought as I really don't know and haven't tried yet. Good luck and let us know on here of you work it out. 

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The thing is for the carriers i dont use the eden editor like below as for some reason the carriers are either floating high or have sunk

Spoiler

/**
 * Created with Exile Mod 3DEN Plugin
 * www.exilemod.com
 */

ExileRouletteChairs = [];
ExileRouletteChairPositions = [];

// 3 Vehicles
private _vehicles = [
["Land_Carrier_01_base_F", [11772.6, 2281.86, 0.000385284], [0.757873, 0.652403, 0], [0, 0, 1], true],
["Land_Carrier_01_base_F", [4530.19, 1427.48, 0.271561], [-0.920845, 0.389928, 0], [0, 0, 1], true],
["Land_Carrier_01_base_F", [14379.3, 4079.45, 0.000236511], [0, 1, 0], [0, 0, 1], true]
];

{
    private _vehicle = (_x select 0) createVehicle (_x select 1);
    _vehicle allowDamage false;
    _vehicle setPosWorld (_x select 1);
    _vehicle setVectorDirAndUp [_x select 2, _x select 3];
    _vehicle enableSimulationGlobal (_x select 4);
    _vehicle setVariable ["ExileIsLocked", -1, true];
    
    if (_vehicle isKindOf "Exile_RussianRouletteChair") then
    {
        ExileRouletteChairs pushBack _vehicle;
        ExileRouletteChairPositions pushBack [_x select 1, getDir _vehicle];
    };
}
forEach _vehicles;

// 0 Simple Objects
private _invisibleSelections = ["zasleh", "zasleh2", "box_nato_grenades_sign_f", "box_nato_ammoord_sign_f", "box_nato_support_sign_f"];
private _simpleObjects = [

];

{
    private _simpleObject = createSimpleObject [_x select 0, _x select 1];
    _simpleObject setVectorDirAndUp [_x select 2, _x select 3];
    
    {
        if ((toLower _x) in _invisibleSelections) then 
        {
            _simpleObject hideSelection [_x, true];
        };
    }
    forEach (selectionNames _simpleObject);
}
forEach _simpleObjects;

so im using the carriers this way as shown below

Spoiler

if (isServer) then {
    private _carrier = createVehicle ["Land_Carrier_01_base_F",[4530.19, 1427.48, 292.950],[],0,"NONE"];
    _carrier setPosWorld [4530.19, 1427.48, 0]; // [x,y,z] or positionWorld
    _carrier setDir 0; // North
    [_carrier] call BIS_fnc_Carrier01PosUpdate;
};

if (isServer) then {
    private _carrier = createVehicle ["Land_Carrier_01_base_F",[11772.6, 2281.86, 49.277],[],0,"NONE"];
    _carrier setPosWorld [11772.6, 2281.86, 0]; // [x,y,z] or positionWorld
    _carrier setDir 0; // North
    [_carrier] call BIS_fnc_Carrier01PosUpdate;
};

if (isServer) then {
    private _carrier = createVehicle ["Land_Carrier_01_base_F",[14379.3, 4079.45, 0],[],0,"NONE"];
    _carrier setPosWorld [14379.3, 4079.45, 0]; // [x,y,z] or positionWorld
    _carrier setDir 0; // North
    [_carrier] call BIS_fnc_Carrier01PosUpdate;
};

 

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well the second doesn't have any simulation does it?
On the first, why not just decrease the  [0.757873, 0.652403, 0]  until it's not floating ore sunk...?

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8 minutes ago, BaroN said:

well the second doesn't have any simulation does it?
On the first, why not just decrease the  [0.757873, 0.652403, 0]  until it's not floating ore sunk...?

sounds easy, but dam its a pain as you could have 1 thats above the water and another below so to do this by adjusting would be a nightmare 

also this is for cherno for others to know

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