Guest BratZ Posted February 6, 2003 Hi I started this topic in hopes that we can list needed memory names for planes and continue on to tanks,boats and such. Please add or fix any typos that you see. Planes: View LODS: In here define your prop (Vrtule,Vrtule Blur,Vrtule Staticka,Vrtule Textura) Also define any hidden selections,and animation selections And if you want gauges,place the AXIS and name them here using the preset names also define the selctions(alt,rpm,vert_speed etc...) Also need to define the flap and rudder selections in view lods lkd klapka (left lower speedbrake and aileron) lkh klapka (" upper ") ls klapka (left flap) pkd klapka,pkh klapka,ps klapka (right side) prava vejskovka and leva vejskovka are for lt rt tail aileron(term?) leva smerovka is for the rudder (use prava and leva if you have two) All these can be found at Brssebs tutorial site for easier placement instructions Also in the View lods define your wheels if you want them to smoke when driving on ground(pravy prach ,levy prach) Now the MEMORY LOD: In here you need all other axis points (gear,prop,rudders and flaps) Define the gun points (Usti Hlavne,Konec Hlavne) Couple of positions (pos driver,pos gunner etc..)which are spots you stand to get in/out Wheel points (levy prach,pravy prach) Also notice you can have rotating turret (i use for rotating muzzleflash) needs to be defined in view lods (kulomet,otocvez,otochlaven,zasleh,zbran) Thats it...what am I missing? HOw much is wrong? lol Can anyone describe any? Share this post Link to post Share on other sites
PicVert 0 Posted February 7, 2003 you have forget the "kulomet" vertex, is a gun point for define out point of bullets. And you can  use light blinking and continue. some exemples : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> bily pozicni blik - (white positional blinker) cerveny pozicni - (red positional) cerveny pozicni blik - (red positional blinker) zeleny pozicni - (green positional) zeleny pozicni blik - (green positional blinker) <span id='postcolor'> Share this post Link to post Share on other sites
Guest BratZ Posted February 12, 2003 Yes , the gun does fire from kulomet...so usti and konec hlavne are not needed? Apparantly usti and konec are only for turret firing points,hmm Share this post Link to post Share on other sites
brsseb 0 Posted February 13, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BratZ @ Feb. 12 2003,19:53)</td></tr><tr><td id="QUOTE">Yes , the gun does fire from kulomet...so usti and konec hlavne are not needed? Apparantly usti and konec are only for turret firing points,hmm<span id='postcolor'> Hmm. Just learned about this kulomet vertex. Had teh problem with the usti/hlavne vertrices not working for my I-16 plane, so this pretty much kills off my wish to have movable turrets for the gunner on an airplane, like the UH60 helicopter..damn, there goes my Stuka.... So, can anyone confim that turrets are NOT working for planes? I assume they arent, but if anyone has a work-around on this problem, please tell us! brsseb Share this post Link to post Share on other sites
Guest BratZ Posted February 13, 2003 Heyz, I can confirm, I just spent all last night again. Tried a few things.... I tried making the kulomet move with the elevation that was commented out, (gunner can't move it either) I tried planting the kulomet and having it move with my wings (just to see if I can move the point),Nope I tried defining a whole new turret,no good This is the sucess I have had...I made a turret (helicopter class) which is actually a chopper with only a gunner pos with NO geometry. The gunner is facing to the rear. Now I made my rear gunner can enter a gun when the canopy is open. After you open the canopy,you are able to use the Gun When you use the gun,I made it so it createsvehicle (my turret) And then setpos and setvelocity while you are using it. When you exit the gun,its moves you back in the plane gunner and deletes the gunner spot Seems to work ok,and with the setvelocity...the choppers speedo is even correct and such,so while you are gunner,the altimeter,radar and speedo from the chopper gunner position all works well. The we have the plane bank dilema,it doesnt look too bad as long as the setpos piece is near the middle of the plane (a belly gunner would work best) This isnt the best solution so far ,but so far its ok. Setvelocity is all that is really needed to track with the plane,just need the initial setpos to match the planes coordinates But anyways ,thats where it is at,I do have a working tailgunner and no more planes should be shooting me down! Share this post Link to post Share on other sites
Guest BratZ Posted February 13, 2003 Anyways the rear gunner is working ok,gotta think up a way to prevent shooting the planes own tail. Another reason bellygunner would work best. Also still thinking of a way to detect angles,Wouldnt matter if I fugure this out as there is no way to set the angle. But I was thinking ...has anyone tried this: Measure a spot from a few meters in front of the plane to the ground,measure a spot a few meters behind the plane to the ground. If it has different figures,we may be able to find out the angle Also if we could read the animation from horizon balls for example,we could find bank and pitch this animationphase "horizon" Further testing is needed,but sorta a waste of time,because how would we set the bank and pitch anyways? But If I knew the angles,I may be able to use animation to tilt the tailgunner or something Share this post Link to post Share on other sites
Jaceksfor 0 Posted February 13, 2003 if you want to work model properly you must in config write class CFGMODELs i don't remember but you can download comendet config v1.75 and there you find this class Share this post Link to post Share on other sites
Guest BratZ Posted February 13, 2003 I have come to the conclusion,that the method I am using for a tailgunner does have the angle problem with the plane (it actually does bank some,cause of the setvelocity) But this method woul work most excellent on a boat for example and it would have individual turrets able to be destroyed even Is someone making a carrier? I could implement as many turrets and missile launchers as it needs And they would move with the boat This brings me to something else...... I know for sure that we can have a moving carrier now. And you can walk on it while moving.Keep checking the height ,but setvelocity will keep the person moving the direction he was moving,whether he was walking up some stairs or whathave you,I know this will work Only problem I can see if a plane were landing,the ocassionaly use of setpos ,might take the bank or angle outta it But If I can track a chopper to match the speed and such of a 400kmh plane,we can make a carrier and track people walking on it And for sure we can track parked vehicles that were on it also The method I use for the turrets has no tracking involved when not in use,only when you use it,it creates a vehicle and moves you in it.We would want to have the vehicle (my chopper turret)) already created actually,that way it would keep same ammo and damage values it had last time used Share this post Link to post Share on other sites