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"Transportable" option for ground units


PB4Tazman

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I came to the forum looking for your same answer; All I can add is I think "transportable" applies to infantry units able to embark in an APC/ IFV. If you look at the unit's advanced way point options, under "perform task" you have the option to embark to transport or disembark from transport.

 

It seems infantry units cannot be mixed in with the same group as a vehicle unit, they must be separate. If you place an infantry unit close to a vehicle that can transport and select "embark to transport", a movable triangle marker appears so you can select which vehicle for the unit to run to, along with a radius (presumably to search for an eligible vehicle).

There is a dropdown menu to select the intended group to embark on, but no options appear even with a nearby APC.

 

I tested it and if the infantry is more than a few hundred feet from the intended vehicle, the infantry will run a few hundred feet and then stop; even if the marker triangle is on a static vehicle and is within the infantry's radius.

 

I did get the infantry to run to the vehicle, but not actually get into it. pictures below.

Screen_151005_210637.thumb.jpg.74a70f2a6e764a11fefd7949c2a32eaa.jpg

Screen_151005_205952.thumb.jpg.482bbd32f46b50d7bc768d9f86a0eed8.jpg

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At the moment that option is simply a toggle for allowing the group to be transported or not. Which I suppose doesn't make the most sense in the world since all transportation must be setup with waypoints/scripting anyways.

 

Mike5560, check the helicopters, its an option for airlifting infantry around. :) Currently it only works with helicopters.

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  • 4 weeks later...
  • 4 months later...

Does this mean once we select "transportable" that the object (say a vehicle) can be sling loaded by a client helicopter (say the Mi-8)? Does anyone have an example mission?

[sIGPIC][/sIGPIC]

 

Intel Core I7 4820K @4.3 GHz, Asus P9X79 motherboard, 16 GB RAM @ 933 MHz, NVidia GTX 1070 with 8 GB VRAM, Windows 10 Pro

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If you want to slingload (any object). It is cargo because of: ["canCargo"] = true. In this example the object is an UAZ because of the ["shape_name"].

 

The lua:

	local _trgZone = trigger.misc.getZone("vehicle")
local newCargo = {
	["groupId"] = math.random(999, 99999),
	["category"] = "Cargos",
	["type"] = "Cargo1",
	["unitId"] = math.random(999, 99999),
	["x"] = _trgZone.point.x,
	["y"] = _trgZone.point.z,
	["canCargo"] = true,
	["mass"] = 700,
	["heading"] = 0,
	["name"] = "the hummer",
	["dead"] = false,
	["country"] = "USA",
	["shape_name"] = "UAZ-469",
	}
coalition.addStaticObject(country.id.USA, newCargo)

 

Test mission 1.5 cargo UAZ attached (I am a bit :sleep: to test it):

testVehicleAsCargo.miz

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  • 10 months later...

Hi, looking for the same solution and analysed the output in the mission

 

i used

 

local _trgZone = trigger.misc.getZone("aav7")

local newCargo = {

["groupId"] = math.random(999, 99999),

["category"] = "Cargos",

["type"] = "Cargo1",

["unitId"] = math.random(999, 99999),

["x"] = _trgZone.point.x,

["y"] = _trgZone.point.z,

["canCargo"] = true,

["mass"] = 700,

["heading"] = 0,

["name"] = "the hummer",

["dead"] = false,

["country"] = "USA",

["shape_name"] = "hummer_p_1",

}

coalition.addStaticObject(country.id.USA, newCargo)

 

with no luck. The shape_name points out to the .edm file so i changed it to another one in this case "hummer_p_1"

 

ian

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