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Mephistopheles

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Landing planes
« on: 23 Oct 2004, 01:06:30 »
Hi everyone!

I am using the Avignon island, and I want to get a group of men (led by the player) to start in an aircraft. The aircraft will approach a runway and land on it. The group will then disembark, and then the plane will takeoff and go somewhere else. I was wondering if somebody could help me with the following :

1. I want the entire group to be automatically disembarked upon the aircraft stopping, even though the player is the leader of the group.

2. I am having trouble getting the aircraft to land. If it makes any difference I am using the Beriev Be-32K (FWA_Be32K.zip). I find that the aircraft turns its engines off, and then descends sharply to crash on the runway.

Many thanks for anyone's help!

Regards,

Mephistopheles

Dubieman

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Re:Landing planes
« Reply #1 on: 23 Oct 2004, 01:39:16 »
How many runways does it have? Cause only one hardwired runway is allowed per island.

And maybe use a move waypoint and tie it in with a land command or something. Use transport unload to push everyone out and use another set of move wayponits and the plane should take off by itself.

I'm kinda sketchy on the landing part though. :P

Mephistopheles

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Re:Landing planes
« Reply #2 on: 23 Oct 2004, 01:44:54 »
It has one runway lying north/south, and another below it running east/west. From the layout of the place, I get the impression that the east/west one is only for show. The north/south one is, in my opinion, the one intended for use.

Mephistopheles

Dubieman

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Re:Landing planes
« Reply #3 on: 23 Oct 2004, 01:49:22 »
To figure it out, make a plane and make yourself the pilot, set it to flying and preview, then hit landing autopilot in the action menu and the plane should land at the right airport, the hardwired one. THen you'd have to use that one.

Offline macguba

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Re:Landing planes
« Reply #4 on: 23 Oct 2004, 11:23:57 »
Usually it is the north-south runway that works.

Some aircraft addons are incorrectly made and do not do things like land.     Sometimes the island is incorrectly made.    See if you can get any plane to land on a BIS island:  then change the plane and see if it works:  then use a BIS plane on the custom island:  and lastly the custom plane on the custom island.

Since the player is group leader, you can't use waypoints to make him get out.    Use

"unAssignVehicle _x" forEach units grp1

to make them get out.    Put this in the On activation field of a trigger or the appropriate waypoint of the aircraft.   Syntax not guaranteed.
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Online h-

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Re:Landing planes
« Reply #5 on: 23 Oct 2004, 20:14:56 »
First of all GRK it's hardcoded, not hardwired... :P
Hardwired means something completely different... ;D

Quote
Usually it is the north-south runway that works.
Correct. BIS ILS and other configs for the airstrip is only meant for South-North runway... For AI that is...

Quote
"unAssignVehicle _x" forEach units grp1
Won't work...
Instead of that, use this:

{_x action ["eject",planeName]} forEach units group player

Where planeName is the name you have given to the plane, like plane1...

So, make a trigger, size 0/0
Condition: speed planeName < 0.5
On actvivation field: {_x action ["eject",planeName]} forEach units group player

This will make the group disembark when the plane is travelling less than 0.5 km/h...

At least it should... ::)
No guarantees here either... :P
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Dubieman

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Re:Landing planes
« Reply #6 on: 23 Oct 2004, 20:18:02 »
Hardcoded, hardwired, its all the same to someone who isn't familiar with makin islands. ;)

Online h-

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Re:Landing planes
« Reply #7 on: 23 Oct 2004, 21:22:53 »
;D ;D
Well, it's not just island related...
All the things you can't change with the editing tools are hardcoded (simply put)... :P

But who cares... ::)
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.