Guest BratZ Posted December 31, 2002 Hey Im still twiddling around with my Red Baron triplane and I have some problems.... It won't engage the enemy....I have looked at configs and some models and I can't see anything that I have done or where I can fix this. I notice that when AI use my plane they just keep flying even if they are getting shot at (by BisCamel) Any ideas as to what could be happening? Is it because I declared a new weapon and its not a separate proxy? Another thing....for some reason when I ride it and eject...I don't have a parachute.I assigned a East Pilot as default driver and he has a chute now but that doesn't fix the passenger Plane is at its latest stages,still messing with flaps...this would have been alot easier if named selections were explained somewheres.Once I figure all this stuff out I may write some tutorials.I have a propellor tutorial started already... Thanx in advance for any help Share this post Link to post Share on other sites
Guest BratZ Posted January 3, 2003 No answers? I think maybe my problem may be cause I currently only have the one lod...0 I will know further once I get further.But I notice without a pilot view lod your soldier may sit on the ground or who knows where,seems odd things may happen Share this post Link to post Share on other sites
PicVert 0 Posted January 3, 2003 Have you added that line : threat[]={0.9, 1.0, 1.0}; I think is how the model engage ennemy (Inf;Tank;Air) I'm not sure for the Inf;tank;Air maybe Tank;Inf;Air Take me informed if it does't solve your pb. Share this post Link to post Share on other sites
Guest BratZ Posted January 4, 2003 Ya I played with those figures,even tried matching Bis's Camel as it seems to engage well. Looked at NML's Fokker EIII and it engages enemy well and its a fairly simple model and I compared and dont see anything done differently,I even named the weapon like they did Tried gunner view and driver view vertex's(what those do?) I'm still awaiting some memory lod descriptions,but I am gathering some here and there I'm still baffled And I have a parachute If I am only the pilot,passengers don't...weird Oh and thats only my Red Baron plane,not supposed to have a passenger anyways My SB2C I notice the passenger/tailgunner does have a chute when you eject,but yet I didn't really do anything differently My SB2C wont engage the enemy yet either I notice I really don't care about the Baron but the SB2C needs to be fixed,but I will know better when I can make out some extra res lods and finish some stuff up Share this post Link to post Share on other sites
PicVert 0 Posted January 6, 2003 Try that on your CfgVehicles : driveriscommander=1; hasgunner=0; if you don't want two man on your Red Baron but I not sure if I have all anderstand your post. Hope that help you. Share this post Link to post Share on other sites
Guest BratZ Posted January 31, 2003 OK I have an update...I went back to finish up my Red Baron. I incorporate a grenade launcher and the AI will use that to engage,will nade me on the ground after he sees me But there still is no dogfighting action Thanx for your help PicVert but we havent nabbed it yet I think its because I made and defined my "Spandau" mg on my plane the AI wont use it to fight,he won't engage other planes with it. I must need to select it and define in in O2 and call it something? I looked at a few other planes that engage enemy and I can't see anything I did wrong. I played with the threat and even changed them all to 1 Any ideas? Oh and a AI starting in the plane will have a chute,but if you hop in the plane from the ground,you wont have a chute when you eject...any help on that too? Heres my config,anyone see anything that would stop this plane from engaging the enemy? I have some crap in there I have tried... // // Fokker DR I. by BraTTy // Beta version. #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class BrtFokkerDr1 { units[] = {"BrtFokkerDr1"}; weapons[] = {"Spandau","BrtGLauncher"}; requiredVersion = 1.46; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class Spandau: BulletSingle { airLock=false; hit=15; indirectHit=3; indirectHitRange=0.25; }; class BrtGLauncher: Default { hit=50; indirectHit=40; indirectHitRange=10; minRange=50; minRangeProbab=0.500000; midRange=300; midRangeProbab=0.950000; maxRange=1500; maxRangeProbab=0.500000; soundHit[]={"Explosions\expl4",10.000000,1}; cost=200; model="mortarShell"; proxyShape="Snake"; irLock=0; laserLock=0; maxControlRange=0; maneuvrability=16.000000; sideAirFriction=0.100000; simulation="shotMissile"; maxSpeed=100; initTime=0; thrustTime=0; thrust=0; }; }; class CfgWeapons { class Default {}; class MachineGun7_6: default{}; class Spandau: MachineGun7_6 { displayName="Spandau LMG"; ammo="Spandau"; count=550; multiplier=2; canLock=0; initSpeed=500; recoil="riffleSingle"; dispersion=0.03000; reloadTime=0.075; sound[]={"Weapons\M60mgun",db15,0.5}; aiRateOfFire=0.3; // delay between shots at given distance aiRateOfFireDistance=3000; // at shorter distance delay goes lineary to zero }; class LAWLauncher: Default { }; class CarlGustavLauncher: LAWLauncher { }; class AT3Launcher: CarlGustavLauncher { }; class HellfireLauncher: AT3Launcher { }; class BrtGLauncher: HellfireLauncher { picture="Hellfire"; ammo="BrtGLauncher"; canLock=0; displayName="Drop Grenade"; //displayNameMagazine="Grenades"; //shortNameMagazine="Grenades"; count=5; reloadTime=1; magazineReloadTime=1; sound[]={"",0.031623,1}; reloadSound[]={"",0.000316,1}; initSpeed=0; aiRateOfFire=13.000000; aiRateOfFireDistance=2500; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Air: AllVehicles {}; class Plane: Air {}; class A10: Plane {}; class Cessna: A10 {}; class BrtFokkerDr1: Cessna { scope=public; crew = "SoldierEPilot"; side = 0; displayName="Fokker DrI Red Baron(WW1 Ger E)"; driverAction = ManActA10Pilot; typicalCargo[]={Soldier, Soldier, SoldierLAW, SoldierLAW}; driverCanSee = CanSeeEye+CanSeeEar; accuracy=0.40; vehicleClass = "BraTTy Warplanes"; extCameraPosition[] = {0,2.5,-10}; castdrivershadow= 1; armor=14; cost=200000; landingSpeed=60; maxSpeed = 165; landingAoa="3.5*3.1415/180"; flapsFrictionCoef=2; model="\BrtFokkerDr1\BrtFokkerDr1.p3d"; type="VAir"; //threat[] VSoft, VArmor, VAir threat[]={1.,1.,1.}; aileronSensitivity = 0.3; elevatorSensitivity = 0.25; gearRetracting = false; ejectSpeed[]={0,0,0}; fov=0.5; formationX=20; formationZ=30; //driverCanSee="2+8"; fuelCapacity=100; noseDownCoef = 0.5; precision=60; brakeDistance=50; ejectDeadCargo=1; weapons[]={"Spandau","BrtGLauncher"}; magazines[]={"Spandau","Spandau","BrtGLauncher"}; transportsoldier=1; transportAmmo=0; camouflage=10 driveriscommander=1; hasgunner=0; audible=8; cargoAction[]={ManActCessnaCargo}; cargoIsCoDriver[]={0,0}; soundEngine[]={Vehicles\plane,db3,2}; soundEnviron[]={Objects\noise,db-10,1.0}; soundServo[]={Vehicles\gun_elevate,db-20,0.4}; }; }; class Cfgmodels { class Default {}; class Vehicle: Default {}; class BrtFokkerDr1: Vehicle { sectionsInherit="Vehicle"; sections[]={"vrtule staticka","vrtule blur"}; }; }; Share this post Link to post Share on other sites
Guest BratZ Posted January 31, 2003 K I have progress,its the Spandau LMG.I add a browning ,grenades and what have you and the AI attacks with that,AI just wont use the Spandau Anyone look at my config and see why? But anyways ,having a blast now,I have the plane matched so well with BisCamel (Biscamel still a later model sopwith,has higher speed and diff guns etc) Often the dogfighting is everyone flying around trying to line up a shot because the planes are so similiar,but we have serious action now,woot!!! I'm cleaning up the Fokker now,taking a break from the tedious texturing on my Helldiver. Both planes are coming along great,and I don't know if you remember my Fokker DRI,but its a simple plane and just needed some tweaking,be ready soon Share this post Link to post Share on other sites