Jump to content
Sign in to follow this  
urkymurky

Flip ATV

Recommended Posts

Omg... Just add it already... Its so annoying ... Or at least tix that they don´t flip when going over a bridge

  • Like 2

Share this post


Link to post
Share on other sites

Add a vehicle jack item to unflip it

.....dude are you fucking serious....no you don't need a fucking jack to flip an ATV or fucking bike...you use your god damn hands jesus....

Share this post


Link to post
Share on other sites

Hes right tho... How hard can it be to flip a ATV?

It's not that easy, I've had to do it in real life before. They weigh a lot.

Share this post


Link to post
Share on other sites

Omg... Just add it already... Its so annoying ... Or at least tix that they don´t flip when going over a bridge

Good, well thought out suggestion. You do realize this is a fault of Arma 2 itself right, not Day Z.

Share this post


Link to post
Share on other sites

Hopefully they can add something to fix the problem, although it is a problem that lies within the arma 2 system.

Share this post


Link to post
Share on other sites

It's not that easy, I've had to do it in real life before. They weigh a lot.

Gotta watch out for those bridges :\

Share this post


Link to post
Share on other sites

i really doubt it is that difficult to add a script that would upon activate reset the vehicles angle to 0 :/

Share this post


Link to post
Share on other sites

It's not that easy, I've had to do it in real life before. They weigh a lot.

Imagine if it actually rendered some of the gear we force upon these faithful steeds and added that weight to the equation...

Three rifles, three dozen magazines a piece, two backpacks, enough meat and soft drink for a Grand Final get together and still enough room for two! Amazing!

I too would like to see some for of "reset ATV" option that would simply cause the vehicle to respawn on it's wheels.

I've found as many quads as I've tipped I reckon... Like thirty. lol.

Share this post


Link to post
Share on other sites

i really doubt it is that difficult to add a script that would upon activate reset the vehicles angle to 0 :/

It isn't!

Written by Celery on the BIS forums


_atv=_this select 0;
_unit=_this select 1;
_atv lockDriver true;
_atv lockCargo true;
_unit setPos [ getPos _atv select 0, (getPos _atv select 1) +1, getPos _atv select 2];
_atv setPos [ getPos _atv select 0, (getPos _atv select 1) +0, getPos _atv select 2];
_unit switchMove "RepairingKneel";
_unit setDir 170;
_atv setDamage 0;
sleep 20;
_unit switchMove "aidlpknlmstpslowwrfldnon_idlesteady02";
_atv lockDriver false;
_atv lockCargo false;

and use a simple addAction command to execute it...

Thought I'd give this a bump, as we've been having some real trouble with ATV's and the coastal road :D

^^Bump^^

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×