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Showing results for tags 'unitplay'.
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I have recorded a unitplay on a car, the car is driven by an IA and the AI (variable name = pilot) will drive the players around. I do know that engineOn only works "where the unit is local" (I'm still a little bit confused about what this means exactly). The engineOn command does work but the engine stops itself after a while, i have tried this: if (local vehicle pilot) then {dummycar engineon true;}; to no avail. How would you go about it? On a side note: how would you go about to have the car's wheels rolling when playing the unitplay (they are still at the moment). I have tested the above mentioned both on my team's server and on my computer.
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I'm working on this event for a mission of mine where a ghost hawk flies into the AO, the player, and their squad board said ghost hawk, and the ghost hawk takes them out of the AO. I decided it would be best to use CaptureUnit for this, as the AI piloting can be unreliable at best. And because I wasn't sure how else to have it so that the player and squad would have a limited amount of time to board the helicopter, I decided I'd break the UnitCapture into two parts: Part one flying into the AO and landing, and Part two taking off and RTB. Part one works fine up until the moment the UnitPlay finishes, at that point the helicopter flies back up into the air and then lands again. And once the player and ai are in the helicopter it does lift off the ground, but then it just hovers, but it's giving me no indication that the script has any errors (and I'm very confident that it doesn't myself). Is there something I can do to fix this? Or should I go about getting the helicopter to pick up the player some other way?
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- captureunit
- script
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I'm wondering if anyone can shed some light on something for me. I'm currently making a mission, and in it there are 2x RHS MH17s controlled by 2 separate UnitCapture recordings. Heli 1's start coordinates for UnitPlay are: 500.363,14694.7,77.4408 Heli 2's start coordinates for UnitPlay are: 505.172,14691.1,78.3909 They both spawn in different locations, but for some reason, upon spawning, crash into each other and go down in a ball of flames. Does anyone know why, and how I can stop it happening?
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Unit Capture and Unit Play (How to make unit stay at pos)
Lorflord Denninard posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, im making a mission in which 2 helicopters land on a certain spot but they do so using the following functions: rec = [unitname,180] spawn BIS_fnc_UnitCapture; rec = [] spawn path1; But after the helicopters land and end the recording the immediatly take off, no time for the units inside to get out of it, so i was wondering if there was a way to make helicopters stay landed or if i needed to end the animation just a Little bit close to the ground and then issue an "Unload Vehicle" order. Thanks guys!- 1 reply
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- unitcapture
- unitplay
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x2 unitPlay scripts from one trigger..?
reggaeman007jah posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi folks I have two unitPlay scripts in my mission, and currently make them work separately using radio triggers. Radio Alpha for heli1, Radio Bravo for heli2 etc. Each trigger has this in the init: Radio Alpha: nul = [] execVM "heli1.sqf" Radio Bravo: nul = [] execVM "heli2.sqf" I would like to call both heli scripts using just one trigger. I tried this in the init of a trigger, but it didn't really work: nul = [] execVM "heli1.sqf"; nul = [] execVM "heli2.sqf"; ... it only triggered one of the scripts. Is there an easy way to do this? I find unitCapture / unitPlay to be a bit quirky sometimes, so though there might be a known technique here. Do I need to write in a short delay between the two? Cheers RM- 5 replies
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- unitcapture
- unitplay
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