nitro65 2 Posted November 21, 2015 #include "cfgHUD.hpp"#include "basicdefines_A3.hpp"class CfgPatches{ class F4u_Corsair { units[] = {"F4u_Corsair"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"}; }; }; class CfgVehicles{class Air;class Plane:Air{ }; class Plane_Base_F:Plane { }; class F4u_Corsair_01_base_F: Plane_Base_F { scope = 2; side = 1; faction= "BLU_F"; model = "F4u_Corsair\F4u_Corsair.p3d"; author = "NITRO"; displayName = "F4u Corsair" vehicleClass = "Air"; accuracy = "0.2"; driverCanEject = 0; mapSize = 20; #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering driverAction = fz_f18_pilot; /// what is the standard pose for the pilot, defined as animation state landingSpeed = 120; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 300; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 450; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef typicalCargo[] = {"JS_JC_Pilot"}; crew = "JS_JC_Pilot"; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; simulation = "airplanex"; generalMacro = "Plane"; damageEffect = "AirDestructionEffects"; precision = 200; fuelCapacity = 1000; getInAction = "GetInLow"; getOutAction = "GetOutLow"; driverIsCommander = 1; hasCommander = 0; fov = 0.7 startEngine = 1; hasDriver = 1; animated = 0; canFloat = 0; gearRtracting = 1; geardowntime = 3; gearuptime = 4.5; namesound = "Plane"; enableGPS = 1; radarType = 4; laserScanner = 1; artilleryScanner = 0; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; irTarget = 1; nvTarget = 0; nvScanner = 1; irScanRangeMin = 500; irScanRangeMax = 11500; irScanToEyeFactor = 5; irScanGround = 1; class TransportItems{}; attenuationEffectType = "HeliAttenuation"; driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; /// forces keeping plane aligned with its speed direction - the bigger force the better it changes the direction of flight draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used // effectiveness according to current speed and maxSpeed ratio // last value goes for 150% of max speed thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; landingAoa = "rad 10"; /// what AoA is going the IA use to land the plane laserScanner = 1; /// if the vehicle is able to see targets marked by laser marker gunAimDown = 0.029000; /// adjusts the aiming of gun relative to the axis of model headAimDown = 0.0000; /// adjusts the view of pilot to have crosshair centred flapsFrictionCoef = 0.32; /// sets the effectivity of using flaps to increase drag/lift minFireTime = 30; /// how long does the pilot fire at one target before switching to another one threat[] = {1, 1, 1}; /// multiplier of cost of the vehicle in eyes of soft, armoured and air enemies armor = 60; /// just some protection against missiles, collisions and explosions damageResistance = 0.004; /// for AI if it is worth to be shoot at destrType = DestructWreck; /// how does the vehicle behave while destroyed, this one changes to the Wreck lod of the model class CfgMovesBasic{ class DefaultDie; class ManActions { fz_f18_pilot = "fz_f18_pilot"; fz_f18_commander = "fz_f18_commander"; };};class CfgMovesMaleSdr: CfgMovesBasic{ class States { class Crew; class fz_f18_pilot_dead: DefaultDie { actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = 1; file = "\js_jc_fa18\anim\fz_f18_pilot_kia.rtm"; connectTo[] = {"DeadState",0.1}; }; class fz_f18_pilot: Crew { file = "\js_jc_fa18\anim\fz_f18_pilot.rtm"; interpolateTo[] = {"fz_f18_pilot_dead",1}; }; class fz_f18_commander: Crew { file = "\js_jc_fa18\anim\fz_f18_commander.rtm"; interpolateTo[] = {"fz_f18_pilot_dead",1}; }; };}; class AnimationSources { class Canopy { source = "user"; initPhase = "0"; animPeriod = "5"; }; class Rotor_Rotation { source = "user"; initPhase = "0"; animPeriod = "35"; }; class Flap { source = "user"; initPhase = "1"; animPeriod = "6"; }; }; class UserActions { class openCanopy { displayName = "open canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",1];"; }; class closeCanopy { displayName = "close canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",0];"; }; class ExtendFlap { displayName = "Extend Flap"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Flap"",1];"; }; class RetractFlap { displayName = "Retract Flap"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Flap"",0];"; }; class Rotor { displayName = "Prime Engine"; position = "actionPoint1"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Rotor"",1];"; }; };}; }; Share this post Link to post Share on other sites
Jackal326 1181 Posted November 21, 2015 I'm certainly not someone who would describe themselves as an expert when it comes to coding/modelling vehicles, but it could perhaps be an issue with the memory point(s) for the get-in action causing the character model to clip/collide with the aircraft and resulting in his death. Out of curiosity, have you tried setting a character as a pilot in the editor (using the MoveInDriver command) and then trying to get out? 1 Share this post Link to post Share on other sites
nitro65 2 Posted November 24, 2015 yes and pilot was put in plane , but when you get out you die! its like it doesn't see memory points. Share this post Link to post Share on other sites
nitro65 2 Posted November 28, 2015 Ok so I figured out what was wrong , turns out it was in geo lod needed to be convex! 1 Share this post Link to post Share on other sites