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bump? Also does anyone know if you can do the same but with like the camera, the flir camera and so on?

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for the light helicopter you can use

this animate ["addDoors", 0];

to remove the doors - head limits, sounds, ... aren't affected, to change those a config is necessary.

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for the light helicopter you can use

this animate ["addDoors", 0];

to remove the doors - head limits, sounds, ... aren't affected, to change those a config is necessary.

Ah thank you! Is there a list of animations anywhere, so we can modify them to have FLIR, Mirror, Camera and so on as we see fit?

Okay after experimenten, the same command with logical names work, like "addMirror" "addBenches" though "addCamera" did not work

Edited by Mavericko

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Some interesting selection names to start you off with:

Light

Showing and hiding components:

  • AddDoors
  • AddBenches
  • AddBackseats
  • AddFLIR
  • AddFLIR2
  • AddScreen1
  • AddHoldingFrame
  • AddTread_Short
  • AddTread
  • AddGunHolder
  • AddMusicUnit
  • AddMirror

Animating the exterior benches to folded position:

  • BenchL_Up
  • BenchR_Up

Maintenance and inspection:

  • Inspect_Panel1_1
  • Inspect_Panel2_1
  • Inspect_Panel1_2
  • Inspect_Panel2_2

Main doors (use animateDoor instead of animate):

  • DoorL_Front_Open
  • DoorR_Front_Open
  • DoorL_Back_Open
  • DoorR_Back_Open

Cockpit switches:

  • RadioDisplay_ON
  • BatteriesSwitch_On
  • FuelSwitch_On
  • LightsACSwitch_On
  • LightsLDGButton_On
  • RadioButton_On

Medium

Showing and hiding components:

  • AddFLIR
  • AddFLIR_controlpanel
  • AddSearchLight
  • AddWinch
  • AddMILITARY_cargoseats
  • AddRocketLaunchers
  • AddGuns

Maintenance and inspection:

  • Inspect_Panel1_1
  • Inspect_Panel2_1

Main doors (use animateDoor instead of animate):

  • DoorL1_Open
  • DoorL2_Open
  • DoorL3_Open
  • DoorR1_Open
  • DoorR2_Open
  • DoorR3_Open

Heavy

Showing and hiding components:

  • AddGunHolder
  • AddWinch

Moving winch to active position:

  • Winch_UpperPole
  • Winch_LowerPole
  • Winch_Hook

Maintenance and inspection:

  • Inspect_Panel1_1
  • Inspect_Panel2_1
  • Inspect_Panel3_1

Main doors (use animateDoor instead of animate):

  • door_back_L
  • door_back_R
  • CargoRamp_Open

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It's great but how can we get these features active?

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It's great but how can we get these features active?

in the heli "initalization" box set

for the light heli e.g. (0 sets off, 1 sets on, numbers >0.01 <0.99 do nothing)

this animate ["addDoors", 0];

this animate ["AddBenches", 0];

this animate ["AddBackseats", 0];

this animate ["AddFLIR", 0];

this animate ["AddFLIR2", 0];

this animate ["AddScreen1", 0];

this animate ["AddHoldingFrame", 0];

this animate ["AddTread_Short", 0];

this animate ["AddTread", 0];

this animate ["AddGunHolder", 0];

this animate ["AddMusicUnit", 0];

this animate ["AddMirror", 0];

Medium doors, note R3 is the right 3rd door from frunt, L3 is the left 3d door from the frunt, 0 = shut, 1 = open.

this animatedoor ["DoorR3_Open", 0];

this animatedoor ["DoorL3_Open", 0];

if you want to run the doors open/shut from e.g. a trigger you would use the heli "object" name in place of "this" in the trigger.

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I know that but it don't "work"

For ex I can't use the flir camera after adding it to my chopper. It's only visual.

Edited by hon0

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in the heli "initalization" box set

for the light heli e.g. (0 sets off, 1 sets on, numbers >0.01 <0.99 do nothing)

this animate ["addDoors", 0];

this animate ["AddBenches", 0];

this animate ["AddBackseats", 0];

this animate ["AddFLIR", 0];

this animate ["AddFLIR2", 0];

this animate ["AddScreen1", 0];

this animate ["AddHoldingFrame", 0];

this animate ["AddTread_Short", 0];

this animate ["AddTread", 0];

this animate ["AddGunHolder", 0];

this animate ["AddMusicUnit", 0];

this animate ["AddMirror", 0];

Medium doors, note R3 is the right 3rd door from frunt, L3 is the left 3d door from the frunt, 0 = shut, 1 = open.

this animatedoor ["DoorR3_Open", 0];

this animatedoor ["DoorL3_Open", 0];

if you want to run the doors open/shut from e.g. a trigger you would use the heli "object" name in place of "this" in the trigger.

got this to work in the editor when I preview but somethings dont work when ran on a server

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I know that but it don't "work"

For ex I can't use the flir camera after adding it to my chopper. It's only visual.

As far as I know, you can't just jump into the chopper and use the camera. It only triggers when it is near an object linked to a waypoint. I might be wrong, but that is the only way I've used it.

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You can. But you need to sit on backseat in front that big monitor (camera) or on copilot seat (searchlight). Than you can use it with Numpad 0.

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I use this line :

this animate ["addDoors", 0]; this animate ["addFLIR", 1]; this animate ["addFLIR2", 1]; this animate ["addHoldingFrame", 1]; this animate ["addTread", 0]; this animate ["addTread_Short", 1]; this animate ["addMusicUnit", 1];

At the moment it don't work I'll try to delete one of these flir

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You can. But you need to sit on backseat in front that big monitor (camera) or on copilot seat (searchlight). Than you can use it with Numpad 0.

Ah yes in the medium heli, I've only tried it in the light and there it doesn't work.

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Is it possible to bind something that animate the exterior bench "on the fly"?

Thanks

Antoine

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Yeah I am still struggling to get the camera to work. Can anyone give me anymore help?

edit - I have got it working using the BIS fnc PIP but I have no clue hoiw to move the camera around. Also the view isnt coming from the camera but instead from the underneath and I can see inside the helo with it. How would I get the view to stick to the camera?

["rendertarget0",[[heli1,heli1 selectionposition "slingload0"],cargo1],heli1,false] call BIS_fnc_PIP; is what I am using.

Edited by [EVO] Dan

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Yes, tried it two days ago. I can add a camera or searchlight to helicopter with this command: this animate ["AddSearchLight", 1]; but it doesn't work. I think there are two different commands, one to add camera visually and another one to add camera functionality. But I don't know the second. Can anyone shed a light on this?

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for the Medium heli there is also

AddCargoHook_Cover

AddCargoHook

as in

this animate ["AddCargoHook_Cover", 0]; this animate ["AddCargoHook", 1];

to give the cargo hook

hookv.jpg

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Sorry to be dim but can you explain where the "heli "initalization" box set" is, please?

ToH is the first BIS game that I've installed so I'm a noob at this sort of edit!

Thamks very much for your help...

Cheers - Dai. :cool:

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its the popup box in the editor when you try to place something down, on the right hand side of the popup box somewhere.

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Thanks - I'll take a look...

Cheers - Dai. :cool:

Edited by drdavid
New reply received - thanks.

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