Arma 3
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vurtual's Car Seat & Stretcher
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
1.239 MB
8 May, 2018 @ 1:22pm
26 Aug, 2018 @ 9:44am
5 Change Notes ( view )

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vurtual's Car Seat & Stretcher

Description
This is a car seat. All craftsdwarfship is of the highest quality. It is encircled with bands of Firing From Vehicles support. It menaces with spikes of attachTo.

It's a car seat "vehicle" that you can sit in, and shoot from. You can set it on a box and use it as a normal chair, or attach it to a vehicle if you want. There is a Virtual Garage option to hide the model of the seat. The possibilities are endless.

Now including a stretcher, without FFV, but with ACE dragging support and the ability to be loaded into vehicle transports with setVehicleCargo. You can use attachto on it too, of course.

Find them under: Civilian > Storage > Car Seat
Released under the Arma Public License.
76 Comments
SnowySakura 10 Mar @ 10:38am 
I seem to be having compatibility issues with this mod and any mod that adds in the intercom phone functionality from tfar/ace, it seems to be popping up with an error whenever I ace interact over the stretcher, almost like it thinks it has an intercom, any ideas why/ if this will be updated to work without the intercom
turfy 25 Jan @ 10:38pm 
to make invisable just right click - edit vehicle aperance
mevadralik 9 Jan @ 5:35pm 
how to make them invinsible
NikiTret 28 May, 2023 @ 1:02pm 
Hi, just want to inform you that this {LINK REMOVED} is using files from this mod illegally and presenting them as it's own. It is actively being used on "creator's" server.

I broke down that mod and here is which mods are stolen: {LINK REMOVED}
Rickoshay 26 Nov, 2022 @ 4:55am 
@musaa01 - that cavalry demo is great! What default anim are you using for seated pos on horses? Is this mod still being supported?
Rickoshay 26 Nov, 2022 @ 4:46am 
@[-GSRI-] Cheitan - yes that dust is a serious immersion killer - thanks for the heads up - cough.
Rickoshay 26 Nov, 2022 @ 4:30am 
Ok so I just answered my own question :steamfacepalm: _vseat animate ["seat_hide", 1]; hides seat. Next question - is there a scripted command to get unit to climb into the seat (other than something like moveInGunner etc)?
Rickoshay 26 Nov, 2022 @ 3:57am 
I assume hide will be something like _vseat animate ["seat_hide",1];
musaa01 25 Oct, 2022 @ 8:18pm 
Hello and thanks for this awesome addition. the possibilities with the attachto function are endless. To followup on JetfireBlack's request, would it be possible for me to get permission to release a patch or modification of your script that gives a standing version of the seat with FFV? this works great for horse calvary and ship mods as the ai/player can both shoot and use IMS melee weapons on the seat. I've tested it out on edaly's horses and 1715's ships and it works great as you can shoot and hack at your enemies from a mounted position. The only change I request would be this:
gunnerAction="passenger_inside_2";
gunnerInAction="passenger_inside_2"
I made a series of videos that has mounted calvary and fighting on the decks of 18th century ships that work great, the only downside for calvary is that you don't control them as vehicles, rather the horses act like ai units and you can order them to various waypoints. https://www.youtube.com/watch?v=zZWBY6ZiNa4&feature=youtu.be
[-GSRI-] Cheitan 15 Oct, 2022 @ 10:03am 
Update, I fixed it by basically removing some config related to dust effects.

class CfgVehicles {
class Tank_F;
class vurtual_seat : Tank_F {
rightDustEffects[] = {};
rightDustEffect = "";
leftDustEffects[] = {};
leftDustEffect = "";
class Exhausts {};
class DustEffects {};
};
};

I'm unsure of which one get rid of the dust effect tho