colonel_klink 0 Posted May 19, 2002 Hi Guys I'm working on angelina (the yacht), but without a demo boat to use as a base model, I was wondering if anyone knew what vehicle class it was, and if there are any special things I need to know in regards to the geometry, memory, and fire geometry lods (if there are others I'd appreciate some help there too). I've had no problems with the aircraft and land vehicles but the boat class is abit of a boggle. Thanks Cheers 8) Share this post Link to post Share on other sites
PSC 0 Posted May 19, 2002 I'm not sure if this is what you need, but here is an excerpt from the vehicles.hpp which contains three ship classes (defaullt ship, small ship, big ship). </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Ship: AllVehicles { //-- unitInfoType=UnitInfoShip; icon="ship"; cost=10000000; armor=1000; displayName=$STR_DN_SHIP; nameSound="ship"; accuracy=0.005; maxSpeed=30; simulation=ship; audible=6; formationX=50; formationZ=100; precision=25; brakeDistance=50; // vehicle movement precision formationTime=20; steerAheadSimul=2.0; // steer point on path properties steerAheadPlan=2.4; predictTurnSimul=2.0; // brake before turns predictTurnPlan=2.4; type=VArmor; //threat[] VSoft, VArmor, VAir threat[]={0.2, 0.2, 0.1}; getInRadius = 10; driverAction = ManActShipDriver; gunnerAction = ManActShipDriver; commanderAction = ManActShipDriver; cargoAction[] = {ManActShipCargo}; getInAction = ManActGetOutCar; // no animation getOutAction = ManActGetOutCar; // no animation class TurretBase { gunAxis = "osa hlavne"; turretAxis = "osa veze"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; soundServo[]={Vehicles\gun_elevate,db-60,1.0}; minElev=-5; maxElev=+40; minTurn=-135; maxTurn=+135; body = "OtocVez"; gun = "OtocHlaven"; }; class Turret: TurretBase {} class ViewPilot: ViewPilotBase { initFov=1.0; minFov=0.42; maxFov=1.2; initAngleX=6; minAngleX=-8; maxAngleX=+10; initAngleY=0; minAngleY=-100; maxAngleY=+100; }; class ViewOptics : ViewOpticsBase { initFov=0.7; minFov=0.07; maxFov=0.35; }; class GunFire : WeaponFireGun { }; class GunClouds : WeaponCloudsGun { }; class MGunFire : WeaponFireMGun { }; class MGunClouds : WeaponCloudsMGun { }; }; class SmallShip: Ship { //-- cost=50000; armor=300; displayName=$STR_DN_SMALL_SHIP; accuracy=0.20; soundEngine[]={Vehicles\GuardShip,db-55,1}; /* class TurretBase: Turret {}; class Turret { minElev=-4.5; maxElev=+20; }; */ fuelCapacity=700; weapons[]={Browning}; magazines[]={Browning}; maxSpeed = 60; steerAheadSimul=2; // steer point on path properties steerAheadPlan=2; predictTurnSimul=3; // brake before turns predictTurnPlan=3; precision=50; brakeDistance=50; // vehicle movement precision hasGunner=true; hasCommander=false; driverIsCommander=true; class Reflectors { class Reflector { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 0.25; }; }; }; class BigShip: Ship { //-- cost=10000000; displayName=$STR_DN_BIG_SHIP; accuracy=0.20; armor=1000; soundEngine[]={Vehicles\BigShip,db-55,1}; weapons[]= {Gun120, MachineGun12_7}; magazines[]= { Gun120, Gun120, Gun120, Gun120, MachineGun12_7, MachineGun12_7 }; }; <span id='postcolor'> About the selection names/importand vertices/necessary LOD's I cannot tell you since I don't know. Till later, PSC Share this post Link to post Share on other sites
colonel_klink 0 Posted May 19, 2002 Thanks PSC. I see some recognisable Czech words in that so at least I know now that a ship can have svetlos (lights) . Shame we can't land on them.. yet. I'm hoping to have the yacht useable, that is be able to walk around the deck, climb ladders to different decks, take the helm, etc. Anyway thanks again. Cheers 8) Share this post Link to post Share on other sites
colonel_klink 0 Posted May 20, 2002 Update: I've had the ship on water. Also walked around on the upperdeck.. until the ship moved.. any ideas how to move your character on a moving platform. Cheers 8) Share this post Link to post Share on other sites
VXR 9 Posted May 20, 2002 is it posible to give the deck a road class? Share this post Link to post Share on other sites
colonel_klink 0 Posted May 20, 2002 I'll try that tomorrow. I tried landing the AH1 on the deck but it bounced off.. I think this is the same problem FliPer is having with the aircraft carrier. Thanks Cheers8) Share this post Link to post Share on other sites