Arma 3
Floating Objects DEMO- RE-UPLOAD
17 kommentarer
Mr. K 13. mar. kl. 10:39 
The links dont work, they send me to strange chinese websides or warn me about hazards
Also the scenario doesnt show in game...
MrCheese 23. dec. 2024 kl. 14:49 
Is there any possibility of turning this script into a module? I think that it would make it a lot easier to use.
ALIAScartoons  [ophavsmand] 4. juli 2022 kl. 0:42 
@Recaldy
Yes, the script needs a bit of editing. Tho i would need to have a look to tell what to edit and i don't know when i am going to have time to do that.
Recaldy 1. juli 2022 kl. 15:52 
Love this script. There a way for the object to keep the angle I have moved it into the editor? (car spinning upright etc?)
ALIAScartoons  [ophavsmand] 18. nov. 2021 kl. 5:33 
@JILET
It should work, place an object, name it and run the script using that name via debug console
Gökhan 18. nov. 2021 kl. 4:27 
Does these work with zeus?
ALIAScartoons  [ophavsmand] 9. okt. 2021 kl. 10:24 
@Predator14
No. You would need a script like mine to do the job. However i don't think my script will work for underwater stuff. I think Johnyboy or someone else adapted the script to work underwater.
Predator14 9. okt. 2021 kl. 8:03 
arma 3 float the corpses in the water?
Monkeyallen 9. okt. 2019 kl. 6:49 
one thing that worked for me was to set pos the object after the mission starts, once the mission?script kicks in, it has no effect on collision.
ALIAScartoons  [ophavsmand] 9. okt. 2019 kl. 0:28 
@Monkeyallen
To ignore the terrain slope/gradient the reference should be water surface ASL, try placing the object in Eden disabling the option for object to follow terrain, i don't think this will fix it but worth trying, i will have a look myself when i have time.
Next step will be to edit the script and test, i might have used ATL to procure position for the object and that could translate in off center rotation as well.
Monkeyallen 8. okt. 2019 kl. 11:54 
im having the same issue as phoenix it seems to collide with any object below it. ive tried [crater1,rock1] remoteExecCall ["disableCollisionWith", 0]; but no luck. any ideas?
Spaghet114 12. juni 2019 kl. 2:44 
I had two assumptions,
#1, exactly what you said, I tested this with multiple different objects that I know have an actual 'centered' center but all tend to have the same inconsistencies.
#2, maybe it deals with other objects near/above/under the object made to rotate, similar to what you mentioned as safe position to prevent object clipping.

I tested #2 by moving/spawning objects after the script had been activated and still the rotating object is slightly off. Sometimes off by 0.5m, sometimes 1m.

I do sincerely appreciate you taking time to come back to help me with this, thank you!
ALIAScartoons  [ophavsmand] 12. juni 2019 kl. 1:55 
@Ser Jorah of House Friendzone
Try with anothet object and see if you have the same results. Some objects don't have their geometric center in the actual center of the objects and in result when they are place eccentric.
Another reason will be, but i have to check this one, the function i use to find the position for the object is choosing a so called safe position which is useful if you don't want the object to clip with something else but doesn't serve you well in this situation.
Spaghet114 12. juni 2019 kl. 1:27 
Thank you for your quick response!

I am trying to use the rotate_animate.sqf
I want the object only to rotate.
Here is the code I activate ingame. I have tried putting it in object's ini as well as running ingame but same result.

null= [this, .8, false, 1000] execVM "AL_floating_mountain\rotate_animate.sqf";

Objects I have tried this on; Helicopters, custom mod assets, default arma props.
ALIAScartoons  [ophavsmand] 4. juni 2019 kl. 23:26 
What object movement you try to use?
Spaghet114 4. juni 2019 kl. 21:17 
Whenever I activate this script on an object, it does not use its exact position.

EX: I'll have an object at [1,1,1];
After script activation, object now sits at [1.7,1.45,1];
However, it is not always moved to those coordinates, it seems to be random every time I test it.
For my mission it is important that the floating object sits exactly on the coordinates it is originally placed on, as it is hovering over a pedestal or lightbulb.

Can you help me?
GunMasterX11 20. maj 2018 kl. 22:39 
this mod would be great for the SWOP mod