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Safety system for pilot (or co-pilot if in control) when he gets disconnected, so all crew on-board and the airframe are not lost due to technical issues.
Place player back into seat on reload if spawned within certain distance of the frozen airframe
Maybe distance is not best idea, as Arma sometimes doesn't register right away (but then freezing is also a problem)
Unfreeze as interaction (to make sure pilot is fully loaded in)
Allow switching from any slot to pilot slot to unfreeze and continue (has to be safe, so sub-item in interaction)
Fits air_security component.
Can integrate with Apollo persistence vehicle passenger saving (once that is implemented). Might as well do that as it's a similar system, except vehicles on the ground (touching ground or below 1m ATL) - only stop those (or slow them down) so they don't crash.
Entire persistence could work in the following manner:
Save vehicle object (varName) on player save (and position in vehicle)
varName is Chronos varName if vehicle is Chronos tracked (QEGVAR(apollo,vehicleID))
varName is varName given on save and added to list of temp-saved object relations (setVehicleVarName "TAC_TEMP_5" without vehicleID), those don't get deleted until session end to avoid removal handling - (single session vehicle anyways)
On load if vehicle still alive, place player in:
<special handling if vehicle frozen in-air - read above>
Same position if free
Any remaining free position
Position of disconnect (avoids spawning in dangerous areas, Zeus can still teleport) Near vehicle if not free
The text was updated successfully, but these errors were encountered:
Because this should support crew without copilot, but only pilot present. Also you can't force-change control via SQF AFAIK.
As copilot you will still be able to take control, which would unfreeze the helicopter. Or to be safer, move yourself to pilot seat and take over, so pilot can spawn back into the other seat, that way we make sure he doesn't take over control back autonwtically (though it shouldn't).
Safety system for pilot (or co-pilot if in control) when he gets disconnected, so all crew on-board and the airframe are not lost due to technical issues.
Fits
air_security
component.Can integrate with Apollo persistence vehicle passenger saving (once that is implemented). Might as well do that as it's a similar system, except vehicles on the ground (touching ground or below 1m ATL) - only stop those (or slow them down) so they don't crash.
Entire persistence could work in the following manner:
varName
) on player save (and position in vehicle)varName
is ChronosvarName
if vehicle is Chronos tracked (QEGVAR(apollo,vehicleID)
)varName
isvarName
given on save and added to list of temp-saved object relations (setVehicleVarName "TAC_TEMP_5"
withoutvehicleID
), those don't get deleted until session end to avoid removal handling - (single session vehicle anyways)Near vehicle if not freeThe text was updated successfully, but these errors were encountered: