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urkymurky

Flip ATV

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

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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....

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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.

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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.

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

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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 :\

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

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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.

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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^^

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