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good morning, can any of you tell me what's wrong with this cfg that there is no radar or sensor on the plane ?? please help

 

 

#include "basicdefines_A3.hpp"
#include "CfgPatches.hpp"

// Declaration of Custom Info panels defaults
class DefaultVehicleSystemsDisplayManagerLeftSensors
{
    class components;
};
class DefaultVehicleSystemsDisplayManagerRightSensors
{
    class components;
};


class CfgVehicles
{
    //Needed class definitions since we are inheriting parameters from those classes
    class Air;
    class Plane: Air
    {
        class HitPoints;
    };

    class Plane_Base_F: Plane
    {
        class AnimationSources;
        class HitPoints: HitPoints
        {
            class HitHull;
        };
        class Components;
        class Eventhandlers;
    };

    //Ejection system classes
    class Ejection_Seat_Base_F;
    class Plane_Canopy_Base_F;

    class Test_Plane_01_Canopy_F : Plane_Canopy_Base_F
    {
        scope                            = protected;
        displayName                        = $STR_A3_Fighter_03_Canopy_name;
        model                            = "\A3\Air_F_Gamma\Plane_Fighter_03\Plane_Fighter_03_canopy_F.p3d";
    };

    class Ejection_Seat_Test_Plane_01_base_F : Ejection_Seat_Base_F
    {
        scope                            = private;
        displayName                        = $STR_A3_Ejection_Seat_02_name;
        model                            = "\A3\Air_F_Gamma\Plane_Fighter_03\Plane_Fighter_03_ejection_seat_F.p3d";

        icon                            = iconParachute;
        picture                            = "\A3\Air_F_Beta\Parachute_01\Data\UI\Portrait_Parachute_01_CA.paa";

        driverAction                    = Pilot_Plane_Fighter_Ejection;
        cargoAction[]                    = {Pilot_Plane_Fighter_Ejection};
    };

    class I_Ejection_Seat_Test_Plane_01_F : Ejection_Seat_Test_Plane_01_base_F
    {
        scope                            = protected;
        side                            = 0;
        faction                            = IND_F;
        crew                            = I_Fighter_Pilot_F;
    };

    //Plane class
    class Test_Plane_01_base_F: Plane_Base_F
    {
        scope                            = 0;                      //base class should be hidden
        displayName                        = "Test plane (Base)";            // how is the plane displayed (named) in editor
        model                            = "\Samples_F\Test_Plane_01\Test_Plane_01.p3d";        // path to model of the plane
        accuracy                        = 0.2;                                                // how hard it is to distinguish the type of the vehicle (bigger number means harder)
        editorSubcategory                = EdSubcat_Planes;        // category in which we want to see this plane in editor
        memoryPointTaskMarker            = "TaskMarker_1_pos";    // The memory point defines the position where the task marked will be displayed if the task is attached to the particular object


        armor                            = 55;                    // base value of the vehicle armor, reduces the damage taken from the direct hit. Affects armor parameter in the HitPoints class
        armorStructural                    = 2;                    // value affecting passThrough parameter in the HitPoints class (divides the extent of the damage transferred by passThrough). It also increases overall durability of the object (even if it has no hitpoints).
        armorLights                        = 0.1;                    // level of protection for lights located on hull
        epeImpulseDamageCoef            = 50;                    // coeficient for physx damage
        damageResistance                = 0.004;                // for AI if it is worth to be shoot at
        destrType                        = DestructWreck;        // how does the vehicle behave while destroyed, this one changes to the Wreck lod of the model
        driverCanEject                    = 0;                    // needed for hiding engine "Eject" action if we want to use ejection seats instead

        slingLoadCargoMemoryPoints[]    = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};    //array of memory points for slingloading hook position

        driverAction                    = Plane_Fighter_03_pilot;    // what is the standard pose for the pilot, defined as animation state

        viewDriverShadowDiff            = 0.5;                    //diffuse light attenuation
        viewDriverShadowAmb                = 0.5;                    //ambient light attenuation

        radarTargetSize                    = 0.8;
        visualTargetSize                = 0.8;
        irTargetSize                    = 0.8;

        driverLeftHandAnimName            = "throttle_pilot";        // conecting throttle animation to left hand of pilot

        icon                            = "A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Map_Plane_Fighter_03_CA.paa";     // icon in map/editor
        picture                            = "A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_Fighter_03_CA.paa";        // small picture in command menu

        LockDetectionSystem = CM_Lock_Radar;                            // this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle
        incomingMissileDetectionSystem = CM_Lock_Radar + CM_Missile;    // for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case

        class EjectionSystem        // ejection system parameters - used only when you we have plane with ejection seats (EJS)
        {
            EjectionSeatEnabled        = 1;                                            //enable advanced ejection system
            EjectionDual            = 0;                                            //currently only single seat aircraft ejection supported (to do for latter)
            EjectionSeatClass        = "I_Ejection_Seat_Test_Plane_01_F";            //class name of ejector seat to use
            CanopyClass                = "Test_Plane_01_Canopy_F";                        //class name of canopy to use
            EjectionSeatHideAnim    = "ejection_seat_hide";                            //name of the hide animation that will hide ejector seat mesh in plane
            EjectionSeatRailAnim    = "ejection_seat_motion";                        //name of the animation that will be played to start a smooth ejection motion out of cockpit
            CanopyHideAnim            = "canopy_hide";                                //name of the hide animation that will hide canopy mesh in plane
            EjectionSeatPos            = "pos_eject";                                    //position memory point whwre to attach ejector seat
            CanopyPos                = "pos_eject_canopy";                            //position memory point where to attach dummy canopy
            EjectionSoundExt        = "Plane_Fighter_01_ejection_ext_sound";        //sound to play when ejection trigered (external)
            EjectionSoundInt        = "Plane_Fighter_01_ejection_in_sound";            //sound to play when ejection trigered (in-ternal)
            EjectionParachute        = "Steerable_Parachute_F";                        //class name parachute used in ejection
            EjectionSeatForce        = 50;                                            //ejection seat blast force
            CanopyForce                = 30;                                            //canopy bast force
        };

        class Turrets {};    // single seat planes don't have any kind of turret, we need to void it

        class TransportItems{};    // planes are usually not used to transport items, there could possibly be a few FAKs

        class HitPoints: HitPoints
        {
            class HitHull: HitHull                {armor = 4;        explosionShielding = 3;        name = "HitHull";            passThrough = 1;    visual = "Hit_Hull";        radius = 0.3;    minimalHit = 0.05;    depends = "0";    material = -1;};
            class HitEngine: HitHull            {armor = 4;        explosionShielding = 3.5;    name = "HitEngine";            passThrough = 1;    visual = "Hit_Engine";        radius = 0.3;    minimalHit = 0.05;    depends = "0";};
            class HitAvionics: HitHull            {armor = 3;        explosionShielding = 3.5;    name = "HitAvionics";        passThrough = 0.5;    visual = "";                radius = 0.2;    minimalHit = 0.05;    depends = "0";};
            // Main fueslage fuel tank
            class HitFuel: HitHull                {armor = 4.5;    explosionShielding = 4;        name = "HitFuel";            passThrough = 0.8;    visual = "";                radius = 0.3;    minimalHit = 0.1;    depends = "0";};
            // Wingtips fuel tanks
            class HitFuel_Lead_Left: HitFuel    {armor = 1.8;    explosionShielding = 3;        name = "HitFuel1_Leads";    passThrough = 0;    visual = "Hit_AileronL";    radius = 0.13;    minimalHit = 0.1;    };
            class HitFuel_Lead_Right: HitFuel    {armor = 1.8;    explosionShielding = 3;        name = "HitFuel2_leads";    passThrough = 0;    visual = "Hit_AileronR";    radius = 0.13;    minimalHit = 0.1;    };
            class HitFuel_Left: HitFuel            {armor = 2.5;    explosionShielding = 5;        name = "HitFuel1";            passThrough = 0.2;    visual = "Hit_Fuel2a";        radius = 0.2;    minimalHit = 0.1;    depends = "HitFuel_Lead_Left";};
            class HitFuel_Right: HitFuel        {armor = 2.5;    explosionShielding = 5;        name = "HitFuel2";            passThrough = 0.2;    visual = "Hit_Fuel2b";        radius = 0.2;    minimalHit = 0.1;    depends = "HitFuel_Lead_Right";};
            class HitFuel2: HitFuel                {armor = 999;    explosionShielding = 0;        name = "HitFuel2";            passThrough = 0.2;    visual = "";                radius = 0.2;    minimalHit = 0.1;    depends = "(HitFuel_Left + HitFuel_Right)*0.5";};
            // Cockpit glass
            class HitGlass1: HitHull            {armor = 1.2;    explosionShielding = 3;        name = "HitGlass1";            passThrough = 0;    visual = "glass1";             radius = 0.2;    minimalHit = 0.1;    depends = "0";};
            class HitGlass2: HitGlass1            {armor = 1.2;    explosionShielding = 3;        name = "HitGlass2";            passThrough = 0;    visual = "glass2";             radius = 0.2;    minimalHit = 0.1;    };
            class HitGlass3: HitGlass1            {armor = 1.2;    explosionShielding = 3;        name = "HitGlass3";            passThrough = 0;    visual = "glass3";            radius = 0.2;    minimalHit = 0.1;    };
            // Steering hitpoints    - LC means left or center
            class HitLAileron_Link: HitHull        {armor = 1.8;    explosionShielding = 3.5;    name = "HitLAileron_Link";    passThrough = 0;    visual = "Hit_AileronL";     radius = 0.09;    minimalHit = 0.1;    depends = "0";};
            class HitRAileron_Link: HitHull        {armor = 1.8;    explosionShielding = 3.5;    name = "HitRAileron_Link";    passThrough = 0;    visual = "Hit_AileronR";     radius = 0.09;    minimalHit = 0.1;    depends = "0";};
            class HitLAileron: HitHull            {armor = 1.5;    explosionShielding = 3;        name = "HitLAileron";        passThrough = 0.3;    visual = "Hit_AileronL";     radius = 0.2;    minimalHit = 0.1;    depends = "HitLAileron_Link";};
            class HitRAileron: HitLAileron        {armor = 1.5;    explosionShielding = 3;        name = "HitRAileron";        passThrough = 0.3;    visual = "Hit_AileronR";     radius = 0.2;    minimalHit = 0.1;    depends = "HitRAileron_Link";};
            class HitLCRudder: HitHull            {armor = 2;        explosionShielding = 3;        name = "HitLCRudder";        passThrough = 0.3;    visual = "Hit_RudderC";     radius = 0.2;    minimalHit = 0.1;    depends = "0";};
            class HitLCElevator: HitHull        {armor = 1.5;    explosionShielding = 3;        name = "HitLCElevator";        passThrough = 0.3;    visual = "Hit_ElevatorL";     radius = 0.2;    minimalHit = 0.1;    depends = "0";};
            class HitRElevator: HitHull            {armor = 1.5;    explosionShielding = 3;        name = "HitRElevator";        passThrough = 0.3;    visual = "Hit_ElevatorR";     radius = 0.2;    minimalHit = 0.1;    depends = "0";};
        };

        class Exhausts
        {
            class Exhaust1
            {
                position = "Exhaust1";                // position of exhaust memory point from smoke is coming from
                direction = "Exhaust1_dir";            // direction of exhaust smoke
                effect = "ExhaustsEffectPlaneHP";    // efect used for exhaust - variant which reacts to engine damage

                engineIndex = 0;                     // index used for detection which engine is getting damage
            };
        };

        class WingVortices
        {
            class WingTipLeft
            {
                effectName    = "WingVortices";        // name of the effect
                position    = "body_vapour_L_E";    // name of the memory point in model
            };

            class WingTipRight
            {
                effectName    = "WingVortices";         // name of the effect
                position    = "body_vapour_R_E";    // name of the memory point in model
            };
            class BodyLeft
            {
                effectName    = "BodyVortices";        // name of the effect
                position    = "body_vapour_L_S";    // name of the memory point in model
            };

            class BodyRight
            {
                effectName    = "BodyVortices";        // name of the effect
                position    = "body_vapour_R_S";    // name of the memory point in model
            };
        };

        #include "sounds.hpp"                         // sounds are included in separate file to prevent cluttering
        #include "flightModel.hpp"                    // flight model is included in separate file to prevent cluttering, too
        #include "physx.hpp"                         // PhysX suspension setup

        driveOnComponent[] = {};  // array of components to be assigned special low-friction material (usually wheels) - not used anymore, for PhysX suspension use blank array (old array was - {"wheel_1","wheel_2","wheel_3"} )

        /*
        // These properties become obsolete with the new Sensor component configuration
        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
        laserScanner = 1;        // if the vehicle is able to see targets marked by laser marker
        */

        gunAimDown = 0.029000;    // adjusts the aiming of gun relative to the axis of model
        headAimDown = 0.0000;    // adjusts the view of pilot to have crosshair centred

        memoryPointLRocket = "Rocket_1"; // use this for simulating different rocked pods in case you don't want to mess with "maverick weapon" simulation
        memoryPointRRocket = "Rocket_2"; // it is used to alternate two points/pods of fire the missiles

        minFireTime = 30;            // how long does the pilot fire at one target before switching to another one

        threat[] = {1, 1, 1};        // multiplier of cost of the vehicle in eyes of soft, armoured and air enemies

        class Components : Components // class where various components can be defined and made available to the entity. Make sure you inherit from
        {
            class SensorsManagerComponent // Component containing the vehicle sensors
            {
                class Components
                {
                    class IRSensorComponent // Individual sensor class. In this case an Infra-red Search & Track.
                    {
                        componentType = "IRSensorComponent";     // Type of the sensor. Options: IRSensorComponent, NVSensorComponent, LaserSensorComponent, ActiveRadarSensorComponent, PassiveRadarSensorComponent, VisualSensorComponent, ManSensorComponent

                        class AirTarget                                  // Sensor range for targets in look-up conditions, with sky background
                        {
                            minRange = 500;                             /// Minimum possible range in meters
                            maxRange = 5000;                               /// Maximum possible range in meters
                            objectDistanceLimitCoef = 1;                /// Range in meters set as objectDistanceLimit = (objectDistanceLimitCoef * player's obj. view distance)
                            viewDistanceLimitCoef = 1;                  /// Range in meters set as viewDistanceLimit = (viewDistanceLimitCoef * player's view distance)
                            /// Smallest of [maxRange, objectDistanceLimit, viewDistanceLimit] is used as actual sensor's range. If this number is lower than minRange then minRange is used.
                        };
                        class GroundTarget : AirTarget                     // Sensor range for targets in look-down conditions, with ground background
                        {
                            maxRange = 3500;             // Less than AirTarget - It's usually more difficult to detect something against ground clutter.
                        };

                        angleRangeHorizontal = 90;         // Azimuth coverage in degrees
                        angleRangeVertical = 90;           // Elevation coverage in degrees
                        groundNoiseDistanceCoef = 0.1;  // Portion of sensor-target-ground distance below which the target becomes invisible to the sensor
                        maxGroundNoiseDistance = 100;   // Distance from the ground background in meters above which the target will be visible even if still below groundNoiseDistanceCoef
                        minSpeedThreshold = 0;            // Speed in km/h above which the target will start becoming visible. Useful for simulating doppler-radar.
                        maxSpeedThreshold = 0;           // Speed above which the target becomes visible even if below groundNoiseDistanceCoef. Linearly decreases to minSpeedThreshold
                        minTrackableSpeed = -600;          // Min speed of target to be detectable
                        maxTrackableSpeed = 600;          // Max speed of target to be detectable. In this case the sensor won't be able to detect fast moving targets.
                        minTrackableATL = -1e10;           // Min altitude above terrain level of target to be detectable
                        maxTrackableATL = 1e10;            // Max altitude above terrain level of target to be detectable
                        typeRecognitionDistance = 1000; // Distance in meters at which the sensor recognizes the actual target vehicle type
                        animDirection = "";              // Model selection to set the sensor direction. In this case empty, but it can be useful on tanks or gunships.
                        aimDown = 15;                   // Elevation offset in degrees of the sensor from the animDirection. Looking down 15° in this case.
                    };

                    class PassiveRadarSensorComponent
                    {
                        componentType = "PassiveRadarSensorComponent"; // Component for Radar Warning Receiver

                        class AirTarget
                        {
                            minRange = 25;
                            maxRange = 5000;

                            objectDistanceLimitCoef = -1;    //Don't limit the range by obj. view distance
                            viewDistanceLimitCoef = -1;      //Don't limit the range by view distance
                        };
                        class GroundTarget : AirTarget {};
                    };
                };
            };
            class VehicleSystemsDisplayManagerComponentLeft : DefaultVehicleSystemsDisplayManagerLeftSensors // inherit from the defaults to get correct display positioning
            {
                class Components : Components     // Inherit from the defaults so we don't have to re-define each panel component
                {
                    class VehicleDriverDisplay    // Add a new camera feed module to the left panel among the ones that were inherited from the defaults
                    {
                        componentType = "TransportFeedDisplayComponent";     // This component will provide a camera feeed
                        source = Driver;                                     // The camera feed source will be driver - driver's optics. In this case the pilotCamera
                        resource = RscTransportCameraComponentDriver;         // Define which resource will be used for the display
                    };
                };
            };
            class VehicleSystemsDisplayManagerComponentRight : DefaultVehicleSystemsDisplayManagerRightSensors // inherit from the defaults to get correct display positioning
            {
                class Components : Components     // Inherit from the defaults so we don't have to re-define each panel component
                {
                    class SensorDisplay          // Add another Sensor Display module to the right panel among the ones that were inherited from the defaults
                    {
                        componentType = "SensorsDisplayComponent";     // This component will provide a sensor displaye
                        range = 8000;                                 // Distance resolution - maximum range displayed on the sensor in meters
                        resource = "RscCustomInfoSensors";             // Define which resource will be used for the display
                    };
                };
            };
            class TransportPylonsComponent
            {
                uiPicture = "\A3\Air_F_Gamma\Plane_Fighter_03\Data\UI\Plane_A143_3DEN_CA.paa";
                class Pylons
                {
                    class Pylons1
                    {
                        hardpoints[]    = {"B_MISSILE_PYLON","B_ZEPHYR"};
                        attachment        = PylonRack_1Rnd_LG_scalpel;
                        priority        = 5;
                        maxweight        = 200;
                        UIposition[]    = {0.35,0.08};
                    };
                    class Pylons2: Pylons1
                    {
                        priority        = 4;
                        attachment        = PylonRack_1Rnd_AAA_missiles;
                        maxweight        = 320;
                        UIposition[]    = {0.345,0.13};
                    };
                    class Pylons3: Pylons1
                    {
                        hardpoints[]    = {"B_ZEPHYR","B_MISSILE_PYLON","B_BOMB_PYLON"};
                        priority        = 3;
                        attachment        = PylonMissile_1Rnd_Bomb_04_F;
                        maxweight        = 400;
                        UIposition[]    = {0.34,0.18};
                    };
                    class Pylons4: Pylons1 // center pylon
                    {
                        priority        = 2;
                        attachment        = PylonWeapon_300Rnd_20mm_shells;
                        maxweight        = 500;
                        UIposition[]    = {0.27,0.28};
                        hardpoints[]    = {"B_A143_BUZZARD_CENTER_PYLON"};
                    };
                    class Pylons5: Pylons3 {UIposition[] = {0.33,0.38}; mirroredMissilePos = 3;}; // mirror the rest
                    class Pylons6: Pylons2 {UIposition[] = {0.33,0.43}; mirroredMissilePos = 2;};
                    class Pylons7: Pylons1 {UIposition[] = {0.34,0.48}; mirroredMissilePos = 1;};
                };
                class Presets
                {
                    class Empty
                    {
                        displayName = $STR_empty;
                        attachment[] = {};
                    };
                    class Default
                    {
                        displayName = $STR_vehicle_default;
                        attachment[] =
                        {
                            "PylonRack_1Rnd_Missile_AA_04_F",
                            "PylonRack_7Rnd_Rocket_04_HE_F",
                            "PylonRack_1Rnd_Missile_AGM_02_F",
                            "PylonWeapon_300Rnd_20mm_shells",
                            "PylonRack_1Rnd_Missile_AGM_02_F",
                            "PylonRack_7Rnd_Rocket_04_HE_F",
                            "PylonRack_1Rnd_Missile_AA_04_F"
                        };
                    };
                    class AA
                    {
                        displayName = $STR_A3_cfgmagazines_titan_aa_dns;
                        attachment[] =
                        {
                            "PylonRack_1Rnd_Missile_AA_04_F",
                            "PylonRack_1Rnd_GAA_missiles",
                            "PylonRack_1Rnd_GAA_missiles",
                            "PylonWeapon_300Rnd_20mm_shells",
                            "PylonRack_1Rnd_GAA_missiles",
                            "PylonRack_1Rnd_GAA_missiles",
                            "PylonRack_1Rnd_Missile_AA_04_F"
                        };
                    };
                };
            };
        };

        class Reflectors        // landing lights of the plane, turned on by AI while in night and "careless" or "safe"
        {
            class Left
            {
                color[] = {7000, 7500, 10000, 1};     // defines red, green, blue and alpha components of the light
                ambient[] = {100, 100, 100};        // the same definition format for colouring the environment around
                position = "Light_L";                // name of memory point in model to take the origin of the light
                direction = "Light_L_end";            // name of memory point in the model to make a vector of direction of light from it's position
                hitpoint = "Light_L";                // name of hitpoint selection in hitpoint lod of the model to be affected by damage
                selection = "Light_L";                // name of selection in visual lods of the model that are going to be hidden while the light is off
                innerAngle = 20;                    // angle from light direction vector where the light is at full strength
                outerAngle = 60;                    // angle from light direction vector where the light is completely faded out
                coneFadeCoef = 10;                    // coefficient of fading the light between inner and outer cone angles
                intensity = 50;                        // how much does the light shine (in some strange units, just tweak until it is satisfying), rough approximation is intensity = (brightness * 50) ^ 2
                useFlare = true;                    // boolean switch if the light produces flare or not
                dayLight = false;                    // boolean switch if the light is used during day or not
                FlareSize = 4;                        // how big is the flare, using the same metrics as intensity
                size = 1;                            // defines the visible size of light, has not much of an effect now
                class Attenuation                    // describes how fast does the light dim
                {
                    start = 1;                        // offset of start of the attenuation
                    constant = 0;                    // constant attenuation of the light in any distance from source
                    linear = 0;                        // coefficient for linear attenuation
                    quadratic = 4;                    // coefficient for attenuation with square of distance from source

                    hardLimitStart = 150;            // distance from source where the light intensity decreases for drawing
                    hardLimitEnd = 300;                // distance from source where the light is not displayed (shorter distances increase performance)
                };
            };
            class Right: Left
            {
                position = "Light_R";
                direction = "Light_R_end";
                hitpoint = "Light_R";
                selection = "Light_R";
            };
        };

        class Damage             // damage changes material in specific places (visual in hitPoint)
        {
            tex[] = {};
            mat[] =
            {
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1.rvmat",            // material mapped in model
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_damage.rvmat",    // changes to this one once damage of the part reaches 0.5
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_destruct.rvmat",    // changes to this one once damage of the part reaches 1

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_destruct.rvmat",

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat",

                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_in.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_damage.rvmat",
                "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_glass_destruct.rvmat"
            };
        };

        hiddenSelections[] =    // we want to allow changing of colours, this defines on what selection are the textures used
        {
            "camo1",
            "camo2"
        };

        memoryPointDriverOptics    = "PilotCamera_pos";        //mem. point for pilot camera
        unitInfoType            = "RscOptics_CAS_Pilot";    //rsc with DriverOptics elements
        driverWeaponsInfoType    = "RscOptics_CAS_01_TGP";    //resource with Weapon UI elements that will be used when looking through the pilotCamera

        class MFD                            // class for helmet mounted displays, is going to be documented separately
        {
            class AirplaneHUD
            {
                enableParallax = true;        //enables parallax effect for plane's HUD
                #define PosY0Center (0.383)
                #define PosY0CenterAdjust 0.13
                #define PosYCenterHorizont 0.38
                #define PosX0Center 0.4975
                #define SizeX10deg (0.94+0.03-0.02)
                #define SizeY10deg (1.3-0.2-0.03)
                #include "cfgHUD.hpp"        // here we are including file with HUD configuration itself
            };
        };

        class pilotCamera // A class that creates a turret-like slewable secondary optics for the pilot. Used to simulate Targeting Pods.
        {
            class OpticsIn
            {
                class Wide
                {
                    initAngleX            = 0; minAngleX=0; maxAngleX=0;
                    initAngleY            = 0; minAngleY=0; maxAngleY=0;
                    initFov                = 0.25;             // Zoom level of the magnification mode. In this case discrete - min/max/init set to the same value
                    minFov                = 0.25;
                    maxFov                = 0.25;
                    directionStabilized    = 1;                 // Allows stabilization of the turret
                    visionMode[]        = {"Normal","Ti"};    // Available spectrum modes - in this case visible and thermal
                    thermalMode[]        = {0,1};            // TI modes - in this case WHOT and BHOT
                    gunnerOpticsModel    = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d"; // model used for the reticle
                    opticsPPEffects[]    = {};                  // post-process effects used in the optics
                };
                class Medium : Wide
                {
                    opticsDisplayName    = "MFOV";
                    initFov                = A3_FOV_DEG(6);
                    minFov                = A3_FOV_DEG(6);
                    maxFov                = A3_FOV_DEG(6);
                    gunnerOpticsModel    = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
                };
                class Narrow : Wide
                {
                    initFov                = 0.125;
                    minFov                = 0.125;
                    maxFov                = 0.125;
                    gunnerOpticsModel    = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
                showMiniMapInOptics                = true;
                showUAVViewInOptics                = false;
                showSlingLoadManagerInOptics    = false;
            };

            minTurn                    = -160;        // yaw limits
            maxTurn                    = +160;     // yaw limits
            initTurn                = 0;        // initial yaw angle
            minElev                    = -10;        // pitch limits
            maxElev                    = 90;        // pitch limits
            initElev                = 0;        // initial pitch angle
            maxXRotSpeed            = 0.3;        // yawing speed
            maxYRotSpeed            = 0.3;        // pitching speed
            maxMouseXRotSpeed        = 0.5;        // yawing speed for mouse
            maxMouseYRotSpeed        = 0.5;        // pitching speed for mouse
            pilotOpticsShowCursor    = 1;        // aimCursor is display inside optics (is useful to see plane direction)
            controllable            = true;        // camera can be slewed, set to 0 to have static camera
        };

        class AnimationSources: AnimationSources    // custom made animation sources to show/hide all the different parts for different loadout
        {
            class Muzzle_flash {source = "ammorandom"; weapon = "gatling_20mm";};    // used to rotate the muzzle flash, dependent on the weapon selected
            // animation sources for EJS
            class canopy_hide                {source = "user";animPeriod = 0.001;initPhase = 0;};
            class ejection_seat_hide : canopy_hide {};
            class ejection_seat_motion        {source = "user";animPeriod = 0.25;initPhase = 0;};
            // antimation sources for suspension animations and wheel rotation
            class Wheel_1_source            {source = wheel; wheel = Wheel_1;};
            class Wheel_2_source            {source = wheel; wheel = Wheel_2;};
            class Wheel_3_source            {source = wheel; wheel = Wheel_3;};
            class Damper_1_source            {source = damper; wheel = Wheel_1;};
            class Damper_2_source            {source = damper; wheel = Wheel_2;};
            class Damper_3_source            {source = damper; wheel = Wheel_3;};
            //extra animations sources for damage representation
            class HitGlass1                 {source="Hit"; hitpoint="HitGlass1";             raw=1;};
            class HitGlass2: HitGlass1         {hitpoint = "HitGlass2";};
            class HitGlass3: HitGlass1         {hitpoint = "HitGlass3";};
            class HitAvionics               {source = "Hit"; hitpoint = "HitAvionics";         raw=1;};
        };

        class UserActions        //used only when "driverCanEject" is zero and we want to use ejection system
        {
            class Test_Plane_01_Eject
            {
                priority        = 0.05;
                shortcut        = "Eject";
                displayName        = "$STR_A3_action_eject";
                condition        = "player in this && {speed this > 1}";
                statement        = "[this] spawn bis_fnc_planeEjection";
                position        = "pilotcontrol";
                radius            = 10;
                onlyforplayer    = 1;
                showWindow        = 0;
                hideOnUse        = 1;
            };
        };

        class Eventhandlers: Eventhandlers
        {
            hit = "_this call bis_fnc_planeAiEject";    //event handler used for AI to use ejection seats
        };

        weapons[] =    // lets use the weapons from Buzzard
        {
            CMFlareLauncher
        };

        magazines[] = // and their respective magazines
        {
            120Rnd_CMFlare_Chaff_Magazine
        };
    };

    class I_Test_Plane_01_F: Test_Plane_01_base_F // CAS version of the plane
    {
        scope            = public;                // scope 2 means it is available in editor, this is one of the macros in basicdefines_a3.hpp
        scopeCurator    = public;                // 2 means available from Zeus, whereas 0 means hidden
        displayName        = "Test plane with Dynamic Loadouts"; // how does the vehicle show itself in editor

        side            = 2;                    // 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas
        faction            = IND_F;                // defines the faction inside of the side
        crew            = "I_Fighter_Pilot_F";    // we are using "Fighter Pilot" for now, but we can use the sample soldier we have as captain of the boat, too - "Test_Soldier_F"

        hiddenSelectionsTextures[] =             // changes of textures to distinguish variants in same order as hiddenSelections[]
        {
            "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_1_INDP_co.paa",
            "A3\Air_F_Gamma\Plane_Fighter_03\Data\Plane_Fighter_03_body_2_INDP_co.paa"
        };

        availableForSupportTypes[]    = {"CAS_Bombing"};    // use any number of expressions from "Artillery", "CAS_Heli", "CAS_Bombing", "Drop", "Transport"
        cost                        = 3000000;            // we need some high cost for such vehicles to be prioritized by AA defences
    };

    //Wreck definition, since we are using "destrType = DestructWreck;"
    class PlaneWreck;

    class Test_Plane_01_wreck_F: PlaneWreck
    {
        scope                = 1;    // we don't want to see wreck model in editor (you can use scope=2 if you want to see it)
        model                = "Samples_F\Test_Plane_01\Test_Plane_01_Wreck.p3d";
        typicalCargo[]        = {};    //no one should be sitting inside when spawned
        irTarget            = 0;
        transportAmmo        = 0;
        transportRepair        = 0;
        transportFuel        = 0;
        transportSoldier    = 1;
        class Eventhandlers{};
    };
};

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Could you maybe edit your original post and put the cfg element into a <> C++ Code bubble so as not to give everyone trying to read it eye-AIDs?

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