konyo 14 Posted November 15, 2010 Gnat;1789275']You have any "LandContact" lod points defined?I know it doesnt have landing gear' date=' but it still needs some points to "sit on" and "land" I'd think.[/quote'] Yeah got Landcontact lods, it sits on the ground fine it just wont stop when you go reverse thrust.. Share this post Link to post Share on other sites
konyo 14 Posted November 19, 2010 Sorry to be a pain, but any idea's to the stopping problem and this one? When the microlight blows up how can i get it to change to a different p3d file which is wreck file, ive tryed doing the following class eventhandlers { killed = "_this exec ""\kyo_microlight\kyo_microlightD.p3d"""; Again, sorry to be a right pain now. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 20, 2010 (edited) 1. Make another p3d for the wreck 2. In the normal p3d, add the LOD "Wreck" 3. In that LOD, add a new proxy, and browse and select your new wreck p3d 4. Add 3 or 4 points in that LOD as though they were Landcontact points. This determines how your wreck will sit on the ground. Edit Then in CFGVehicles, add something like this; class PlaneWreck; class MyModelClassWreck: PlaneWreck { scope = 1; class Armory { disabled = 1; }; model = "\MyModel\MyModel_wreck.p3d"; typicalCargo[] = {}; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; class Eventhandlers {}; }; Edited November 21, 2010 by [APS]Gnat Share this post Link to post Share on other sites
konyo 14 Posted November 20, 2010 (edited) Gnat;1792727']1. Make another p3d for the wreck2. In the normal p3d' date=' add the LOD "Wreck" 3. In that LOD, add a new proxy, and browse and select your new wreck p3d 4. Add 3 or 4 points in that LOD as though they were Landcontact points. This determines how your wreck will sit on the ground.[/quote'] Ive done that but it don't work, done everything you said but when i test it with Setdamage 1; it just stays as the normal model? Dose it have to be defined in the model.cfg? However it dose show the damaged model in buldozer? :confused: Edited November 20, 2010 by konyo Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 21, 2010 Sorry, forgot to mention something. Edited above Share this post Link to post Share on other sites
konyo 14 Posted November 21, 2010 Gnat;1793451']Sorry' date=' forgot to mention something. Edited above[/quote']Thank you, i tryed that in the config but it still dont work, however i recieved an error message saying : 'No entry 'model.cfg/cfgModels.default' Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 21, 2010 Ummm ? Do you even have a Model.cfg? If so, whats in it? Share this post Link to post Share on other sites
konyo 14 Posted November 21, 2010 Gnat;1793606']Ummm ? Do you even have a Model.cfg?If so' date=' whats in it?[/quote'] Yeah i got a model cfg, this is the whole of it below from start to finish class CfgSkeletons { class Plane; //Inherit base class. class kyo_microlightBones: Plane { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "vrtule 0","" }; }; }; class cfgModels { class Plane; //Inherit base class. class kyo_microlight: Plane { skeletonName = "kyo_microlightBones"; sectionsInherit=""; sections[]= { "vrtule staticka", "vrtule blur", "zbytek", "parachute" }; class Animations { class Prop { type = "rotation"; source = "rotor"; selection = "vrtule 0"; axis = "osa vrtule 0"; angle0 = 0; angle1 = 2 * 3.1415; }; }; }; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 21, 2010 Bit weird error. Maybe add class Default; in front of class Plane; in CFGModel Share this post Link to post Share on other sites
konyo 14 Posted November 21, 2010 Gnat;1793666']Bit weird error.Maybe add class Default; in front of class Plane; in CFGModel Done that, still comes up with the same error message :confused: Share this post Link to post Share on other sites
konyo 14 Posted November 28, 2010 Been playing around with it still no luck, so ill forget about that now and try the damaged model again later. But for now the most important thing is getting it to stop? :/ So Ive got my landcontact LOD Points Correct but it wont go into reverse thrust, its also got no flaps so it cant slow down that way neither can you use reverse thrust to stop it? So this be the last problem and im out of this topic lol :p Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 29, 2010 ... but it wont go into reverse thrust ... But planes ingame dont have reverse thusters, so why would yours? Is your LandContact points BELOW ALL Geometry lod shapes? i.e. is your Geometry lod hitting the ground before your LandContact points can? Share this post Link to post Share on other sites
konyo 14 Posted November 29, 2010 Gnat;1799269']But planes ingame dont have reverse thusters' date=' so why would yours?Is your LandContact points BELOW ALL Geometry lod shapes? i.e. is your Geometry lod hitting the ground before your LandContact points can?[/quote'] I swear the C-130 had reverse thrusters, because it seemed to slow down more when i pressed Z? Hmm might have just been me then lol. And nope, my GeoLOD is about a grid box higher than the landcontact points are so there hitting the ground first. Share this post Link to post Share on other sites
konyo 14 Posted December 5, 2010 Sorry to be picky, but still no luck, ive tryed moving the whole model up like 4ft, and still nothing. This is a rarther pain now, still any idea's :( Sorry to be picky again :o Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 5, 2010 Can only suggest you PM your stuff to me and I'll look. Share this post Link to post Share on other sites
konyo 14 Posted December 5, 2010 Thanks, check your pm :) Share this post Link to post Share on other sites