AI units try to turn left from USS Freedom catapult, oriented at 0.
https://youtu.be/74GAllwUAtA
Description
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 7
- Category
- AI Issues
Place a USS Freedom carrier (dir 0), place an appropriate plane on a deck, call it Wasp1 (in my campaign I use named objects on a deck). Name the carrier Carrier.
private _carrierObjects = Carrier nearObjects ["Land_Carrier_01_hull_07_1_F", 100]; private _carrierpart = _carrierObjects param [0, objNull]; private _carrierpartCfgCatapult = configfile >> "CfgVehicles" >> "Land_Carrier_01_hull_07_1_F" >> "Catapults" >> "Catapult4"; private _carrierpartanimations = getArray (_carrierpartCfgCatapult >> "animations"); [_carrierpart, _carrierpartanimations, 10] remoteexec ["BIS_fnc_Carrier01AnimateDeflectors",2]; Wasp1 setposATL (Nimitz modelToWorld [36.9805,59.626,210.2]); Wasp1 setdir 0; Wasp1 animate ["wing_fold_l", 0, true]; Wasp1 animate ["wing_fold_r", 0, true]; Wasp1 animate ["wing_fold_cover_l", 0, true]; Wasp1 animate ["wing_fold_cover_r", 0, true]; [{ params ["_carrierpart", "_carrierpartanimations"]; createvehiclecrew Wasp1; Wasp1 engineOn true; _wp = (group driver Wasp1) addWaypoint [[21893.2,11477.3,0],0]; _wp setWaypointType "SAD"; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointSpeed "FULL"; _wp = (group driver Wasp1) addWaypoint [getpos Carrier,0]; _wp setWaypointBehaviour "SAFE"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "MOVE"; _wp setWaypointCompletionRadius 100; _wp setWaypointStatements ["true","(vehicle this) action ['LAND'];"]; [Wasp1] remoteexec ["BIS_fnc_AircraftCatapultLaunch",2]; Wasp1 flyInHeightASL [550,550,550]; [_carrierpart, _carrierpartanimations, 0] remoteexec ["BIS_fnc_Carrier01AnimateDeflectors",2]; }, [_carrierpart, _carrierpartanimations], 11] call CBA_fnc_waitAndExecute; { _x addCuratorEditableObjects [[Wasp1]]; } foreach (allCurators);
The only plane which is able to take off with this script is the Black Wasp, idk why. https://youtu.be/F7I9zqMkNIk
Sentinel UAV is the most problem vehicle.
As I've noticed, BIS_fnc_AircraftCatapultLaunch function can be executed only if the engine is on.
But Sentinel is unable to turn on its engine with engineOn command. So, instead of launching, it is just jump on its place, and THEN starts its engine, and turn left from the deck.
Interesting, that spawning it directly, and launching just after the spawn, works well:
private _veh = createVehicle ["B_UAV_05_F (Sentinel2)", (Carrier modelToWorld [21.9082,41.707,210.2]), [],0, "CAN_COLLIDE"]; _veh setdir 356.479; createvehiclecrew _veh; _veh engineOn true; [_veh] spawn BIS_fnc_AircraftCatapultLaunch;
But if we do the same with already spawned vehicle - it just jumps. https://youtu.be/Xbv8kZWQaOk
Event Timeline
Hello.
Thank you for the report. Could you please send us the test mission in which you are trying this?
Depedencies: ACE, RHS, CUP.
In this case need to disable dynamic simulation on each named aircrafts before launch.
Wasp1 should be changed appropriately, i.e. Sentinel1
Hello.
I need to know on which map you created the mission on. Also I tested one older mission where the players were launching jets from the USS Freedom and it works fine with all of the planes. I'll send you a link to the forum post and the mission as well.