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olli_

does anyone have an uncompiled plane that i could take a look at?

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ive been trying to figure this out for a while now and the sample plane that came with arma tools has reached the end of its usefulness.. it doesnt even work properly and crashes the game when i try to put it in the editor so i dunno why im even bothering to use it as a guide anyway.

ive tried opening the game's pbo files and opening the p3d files in object builder but for some reason they dont open and the OB just crashes. also theres no config.cpp or model.cfg since theyre both binarized in the pbo's and i desperately need something to look at to figure out how its supposed to work.

some problems im facing currently:

my rear landing gear just clip through the ground so i have to take off with the back of the plane dragging the ground. front wheel works for the most part but when landing it also clips like a meter in to the ground if i come in too fast.

rear landing gear rotate illogically. they spawn in the up position, and when i press landing gear up, the rear sets go down and the front wheel goes up lol.

also i think i should be using animations for the landing gear since the way the hatches move and how the gear move isnt just simple rotation but i dunno how i could set up animations since the sample doesnt have any.

also what i really would love to look at is digital displays in cockpits and how theyre set up (the sample just had mechanical gauges which are simple enough) as well as helmet mounted displays (the cpp sample says they will be "documented seperately" but i cant find where that is) and thirdly it would be nice if someone had a sample of a suspension system with a hinge like this one (ive modeled the gears in uncompressed position, i dunno which way its supposed to be)

also is there a list of what the source things are in the model.cfg? like for example

			class gear_1_Steering: Rotation
		{
			type="rotation";
			source="noseWheelTurn";
			selection="gear_1_Steering";
			axis="gear_1_damper_axis";
			memory=1;
			sourceAddress="clamp";
			minValue=-1;
			maxValue=1;
			angle0=0.34906599;
			angle1=-0.34906599;
		};

the source is "noseWheelTurn" which i assume is some hardcoded event that triggers the front wheel rotation? there must be some way to figure out what they all are?

tl;dr if anyone has an uncompiled plane with cpp, cfg and p3d files it would REALLY help if i could take a look to see how everything works.

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thanks thats already a big help. it confirms my suspicions that the cfg file is used to make parts move.

im a little confused though, lets say i wanted to make the landing gears go up when i give the command ingame. that would mean that first the landing gear bay doors open, then the gears fold in, and then the bay doors close. But as far as i can see theres only the "gear" event which would trigger all of that to happen at once, and it wouldnt work at all. i would somehow have to queue the actions to happen successively

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you can use eliteness to view the model.cfg of binarized p3d's (its merged into the p3d on binarization, just like rvmats)

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thanks, it would still be super useful to be able to see the cpp as well, to piece together how it all works (as far as i can tell the cpp is rather important?, or is all the animation handled in the cfg?).

i dont really that much c++ experience so i cant really fill in the blanks by myself

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I'm not sure if Dezkit still has his source files for his planes around ever since he moved to Steam. I nabbed them when they were here and have been using them to learn about making stuff work on the Arma engine (they've been surprisingly helpful.)

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I would say that much if not most of the animation is handled in the model config (model.cfg), though the config (config.cpp) can play a role. Also, the sample jet is illustrative of how the Buzzard was set up. But yes, I would recommend taking a look at the Ivory Aircraft thread.

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oh gosh source files for ivory aircraft would be such a help. I found the google drive links on armaholic but they all throw a 503 no permission error. guess i'll be PMing him about that.

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animation is model cfg

the rest is in config.cpp

you can debinarize binarized configs with cfgconvert.exe from a3 tools (dragndrop). Or use a pbo tool that debinarizes automatically on extract...

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