Home   Help Search Login Register  

Author Topic: land the plane, now land another one  (Read 464 times)

0 Members and 1 Guest are viewing this topic.

BronzeEagle

  • Guest
land the plane, now land another one
« on: 02 Feb 2005, 21:57:38 »
I want to make a mission where you land a plane and once its detected that the plane isn't moving, another plane is spawned and you are teleported into that plane as its pilot and have to land it and then when you land that one the mission is over.  So I know how to detect when the plane isn't moving I think, but just tell me.  Next, tell me a good script for making a new plane in the sky and teleporting my player into it.  

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:land the plane, now land another one
« Reply #1 on: 03 Feb 2005, 01:04:06 »
Use createVehicle to create the second plane and setPos to put it in the right place.  Then make a trigger:

Condition:  speed plane1 < 1
On Activation:   player moveInDriver plane2; player assignAsDriver plane2

Syntax not guaranteed.
Plenty of reviewed ArmA missions for you to play

Offline XCess

  • Former Staff
  • ****
Re:land the plane, now land another one
« Reply #2 on: 03 Feb 2005, 02:45:02 »
Would be a problem with the engines being turned off.

Offline Terox

  • Former Staff
  • ****
  • Follow the Sappers!
    • zeus-community.net
Re:land the plane, now land another one
« Reply #3 on: 03 Feb 2005, 19:46:20 »
use a move waypoint at the location where you want the plane to come to a stop to activate the createvehicle script
Have the waypoint setfuel 0 to the plane and setvelocity [0,0,0]

use the condition
vehicle player == Aircraft1
or
vehicle player != Player

to activate the script that

createvehicle the new plane
and moveindriver aircraft2
« Last Edit: 03 Feb 2005, 19:51:44 by Terox »
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123

StonedSoldier

  • Guest
Re:land the plane, now land another one
« Reply #4 on: 04 Feb 2005, 13:19:19 »
the spawned plane wont have its engines on so try;

planename action ["engine on"]

and also try setvelocity to make sure its moving