nitro65 2 Posted December 18, 2015 #include "cfgHUD.hpp" #include "basicdefines_A3.hpp" class CfgPatches { class NIT_BlackBird { units[] = {NIT_BlackBird}; 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 NIT_BlackBird_F: Plane_Base_F { vehicleClass = "Air"; side = 1; author = "NITRO"; scope = 2; faction = "BLU_F"; displayName = "Blackbird"; icon = ""; nameSound = "Veh_aircraft"; picture = ""; model="NIT_BlackBird\NIT_BlackBird.p3d"; sound = "Plane"; waterLeakiness=100; UnitInfoType = "RscUnitInfoAir"; access = 1; draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; preferRoads=0; typicalCargo[] = {"B_Pilot_F"}; transportSoldier = 2; canFloat = 0; enableGPS =1; startEngine =0; insideSoundCoef = 0.0316228; showAllTargets = 0; irTarget = 1; nvTarget = 0; nvScanner = 1; enableManualFire = 0; getInOutProxy = 0; sensitivity = 2.5; sensitivityEar = 0.0075; getInActionDriver = "GetInHigh"; getOutActionDriver = "GetOutHigh"; simulation = "airplanex"; generalMacro = "Plane"; damageEffect = "AirDestructionEffects"; brakeDistance=400; gearRtracting = 1; geardowntime = 3; gearuptime = 4.5; getInRadius = 10; crew = "B_pilot_F"; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsGetInDriverPrecise = "pos_driver"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerCanSee = 4+8+16; // default driverCanSee = 2+8+16; // default autocenter=1; landingAoa = "rad 10"; forceHideDriver=0; hasDriver=1; hasGunner = 1; hideWeaponsDriver=1; driverIsCommander = 0; hasCommander = 1; fov = 0.7 weaponSlot=0; windSockExist=0; numberPhysicalWheels = 8; WheelCircumference=1; WheelSteeringSensitivity = 1; maxGForce=3; ladders[] = {}; driverAction = "Plane_Fighter_01_pilot_F"; /// what is the standard pose for the pilot, defined as animation state #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering LockDetectionSystem = CM_Lock_Radar; /// this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle incomingMissileDetectionSystem = CM_Missile; /// for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case class Turrets {}; /// single seat planes don't have any kind of turret, we need to void it class TransportItems{}; fuelCapacity = 1000; coefInside = 1; coefInsideHeur = 0.25; accuracy = 0.5; radarType = 4; mapSize = 7.5; animated = true; armor = 200; destrType = "DestructPlane"; damageResistance = 0.004; landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 950; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 2300; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"}; /// 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; thrustCoef[]= {3.5, 2.2, 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; }; class AnimationSources { class Canopy { source = "user"; initPhase = "0"; animPeriod = "5"; }; 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];"; }; }; }; }; }; Share this post Link to post Share on other sites
nitro65 2 Posted December 18, 2015 also my memory points are not working Share this post Link to post Share on other sites
Lala14 135 Posted December 19, 2015 try this for the beginning. class cfgVehicles { class Plane_Base_F; class NIT_BlackBird_F: Plane_Base_F { Share this post Link to post Share on other sites
nitro65 2 Posted December 19, 2015 that didn't help :( Share this post Link to post Share on other sites
Lala14 135 Posted December 19, 2015 ok what about turning off these two config variables hasGunner = 0; hasCommander = 0; and try this since it doesn't have a gunner/commander driverIsCommander = 1; Share this post Link to post Share on other sites
nitro65 2 Posted December 20, 2015 for some reason my plane wont even show up in editor now , and haven't tried the above mentioned yet really confused what is going on ????? Share this post Link to post Share on other sites
R3vo 2654 Posted December 25, 2015 model="NIT_BlackBird\NIT_BlackBird.p3d"; add a \ at the beginning. model="\NIT_BlackBird\NIT_BlackBird.p3d"; Share this post Link to post Share on other sites
nitro65 2 Posted December 30, 2015 nothing seems to help with this issue, also my pc seems toget rid of my p drive now its like restarting and the p drive is gone? wonder if its my anti malware getting rid of it? Share this post Link to post Share on other sites
Jackal326 1181 Posted December 30, 2015 nothing seems to help with this issue, also my pc seems toget rid of my p drive now its like restarting and the p drive is gone? wonder if its my anti malware getting rid of it? Mine has always done that (with ArmA3 tools anyway). ArmA2's tools made the P:\ drive application occur on start up (of the system) but the only setting to do so with ArmA3's tools is upon start up of the tools themselves. Share this post Link to post Share on other sites