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flint500

dynamic airports - stuck with first addon ... noob error solved :)

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hi there

i'm lost trying to do my first addon. could anybody help me, to make it work?

 

short:
i would like to create a dynamic airport addon, which i described in this post:

 

now i would like to copy the original class "DynamicAirport_01_F" from "Jets DLC" which is the carrier runway for planes with landing hook. but i want a runway with value "isCarrier = 0;" for all planes landable without landing hook.


i've read some config threads, read the guides, viewed some other configs... but my addon will not work and i can't find it in arma3 config viewer.

i've written the config.cpp , packed it in my "DynamicAirport22.pbo", into an "addon" folder inside an "@DynamicAirport22" folder. aktivated in the Launcher.

 

my config.cpp:
 

class CfgVehicles
{
    class All;
    class Static;
    class Building;
    class NonStrategic;
    class AirportBase;
    class DynamicAirport_01_F;
    class DynamicAirport_22_F : DynamicAirport_01_F
    {
        scope = 1;
        displayName = "Dynamic Airport 22"; // 22 just for using an unused name
        DLC = "Jets";
        isCarrier = 0;
    };
};

 

a gamelogic with init > "dynamicAirport1 = "DynamicAirport_01_F" createVehicle position this;"  works fine and an f/a-181 land lands there with init > "this landAt dynamicAirport1;"   ...also the runway is visible in map view.

same testmission with my "DynamicAirport_22_F" doesn't work. no plane landing and no visible runway in map view.

 

 

i have no idea, what i'm doing wrong. sorry for being a noob.

 

thanks for any help!!!

 

 

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I believe you will want to change ilsDirection and ilsPosition to differentiate your dynamic airport from the DynamicAirport_01_F one. I would remove all the class declarations but DynamicAirport_01_F and change your dynamic airports scope to 2. See if that helps.

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3 hours ago, TeTeT said:

I believe you will want to change ilsDirection and ilsPosition to differentiate your dynamic airport from the DynamicAirport_01_F one. I would remove all the class declarations but DynamicAirport_01_F and change your dynamic airports scope to 2. See if that helps.

 

layout is fine for me at the moment. i'm using DynamicAirport_01_F in some big terrains with the carrier layout for autoland landinghook planes. no problems with that.  i build a fake runway with runway lights , which is longer than the dyn runway. so the autoland planes can roll a bit longer at the end.

 

i just want an exact copy, but auto-landable for all planes.

 

i will try out . thanks for your answer !!

 

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@TeTeTyou were right. i need different ils for a terrain runway to make it work! now i have a working config. i used the example runway from the dynamic airport document.


 

class CfgPatches
{
    class Dyn_Airport_22
    {
        author = "flint500";
        name = "Arma 3 - DynamicAirport22";
        url = "xxx";
        requiredAddons[] = {"A3_Data_F_Jets"};
        requiredVersion = 0.1;
        units[] = {};
        weapons[] = {};
    };
};

class CfgVehicles
{
    class DynamicAirport_01_F;
    class DynamicAirport_22_F : DynamicAirport_01_F
    {
        scope = 1;
        displayName = "Dynamic Airport 22"; // 22 just for using an unused name
        DLC = "Jets";
        simulation = "airport";

        ilsPosition[] = { -270, 0 };
        ilsDirection[] = { -1, 0.08, 0 };
        ilsTaxiIn[] = { 40, -38, -212, -38, -218, -32, -218, -10, -200, 0 };
        ilsTaxiOff[] = { 20, 0, 240, 0, 250, -10, 250, -30, 245, -35, 240, -38, 40, -38 };
        
        isCarrier = 0;
        drawTaxiway = 1;
    };
};

 

 

 

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