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lukemax

Aircraft prob 2!

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Hi

The problem with my Retrival ship is i put it into res/addons load up and it bombs out! There is also a retrial cargo versian underneath!

Any ideas?

Contact me at Luke.steel@btinternet.com for more info or if u need the model

Thanks

Luke

// some basic defines

#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

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class ST_retship

{

units[] = {ST_rs};

weapons[] = {};

requiredVersion = 1.90;

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Air: AllVehicles {};

class Plane: Air {};

class ST_rs: Plane

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

class ST_rscargo: ST_rs

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

class ST_retship: Plane

{

scope=public;

crew = SoldierWPilot;

vehicleClass="Starship Troopers MOD";

icon="\ST_retship\drpicon.paa";

picture="\ST_retship\drpicon1.paa.paa";

side =TWest;

displayName="ST_retship";

nameSound="plane";

accuracy=200;

flapsFrictionCoef = 0.00;

wheelSteeringSensitivity = 400.0;

sensitivity=5;

irTarget=1;

irScanRange=4000;

irScanGround=1;

noseDownCoef = 0;

precision=500;

brakeDistance=0.1;

aileronSensitivity = 0.8; // relative aileron sensitivity

elevatorSensitivity = 1.2; // relative elevator sensitivity

steerAheadSimul=0.1;

steerAheadPlan=0.2;

hasDriver =1;

driverIsCommander=true;

hasGunner=1;

driverCanSee=CanSeeAll;

gunnerOpticsModel = "optika_heli_gunner";

insideSoundCoef = 0.5;

cargoAction[]={ManActCessnaPilot,ManActCargo};

transportSoldier = 10;

typicalCargo[]={};

ejectSpeed[]={0,0,0};

getInRadius=3.0;

preferRoads=false;

nightVision=true;

driverAction = ManActA10Pilot;

maxSpeed = 750;

soundEngine[]={"\ST_retship\engine.wav",db+10,1};

soundEnviron[]={"\ST_retship\engine.wav",1,1};

armor=700;

cost=20000;

model="\ST_retship\rs.p3d";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 0.8, 1.0};

class eventhandlers

{

init = [_this select 0] exec "\ST_retship\VTOL.sqs"

};

};

class Animations

{

class door1

{

type="rotation";

animPeriod=5;

selection="door1";

axis="axisdoor1";

angle0=0;

angle1=1.6;

};

class door2

{

type="rotation";

animPeriod=5;

selection="door2";

axis="axisdoor2";

angle0=0;

angle1=-1.6;

};

class canopy

{

type="rotation";

animPeriod=5;

selection="canopy";

axis="axiscanopy";

angle0=0;

angle1=-1.0;

};

};

class UserActions

{

class Opendoor1

{

displayName="Lower Ramp";

position="pos_door1";

radius=8.000000;

condition="this animationPhase ""door1"" < 0.5";

statement="this animate [""door1"", 1]";

};

class Closedoor1

{

displayName="Raise Ramp";

position="pos_door1";

radius=8.000000;

condition="this animationPhase ""door1"" >= 0.5";

statement="this animate [""door1"", 0]";

};

class Opendoor2

{

displayName="Lower Ramp";

position="pos_door2";

radius=8.000000;

condition="this animationPhase ""door2"" < 0.5";

statement="this animate [""door2"", 1]";

};

class Closedoor2

{

displayName="Raise Ramp";

position="pos_door2";

radius=8.000000;

condition="this animationPhase ""door2"" >= 0.5";

statement="this animate [""door2"", 0]";

};

class Opencanopy

{

displayName="Open Canopy";

position="pos_canopy";

radius=8.000000;

condition="this animationPhase ""canopy"" < 0.5";

statement="this animate [""canopy"", 1]";

};

class Closecanopy

{

displayName="Close Canopy";

position="pos_canopy";

radius=8.000000;

condition="this animationPhase ""canopy"" >= 0.5";

statement="this animate [""canopy"", 0]";

};

};

}

Here is the Retrival cargo bit!

// some basic defines

#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

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class ST_rscargo

{

units[] = {ST_rscargo};

weapons[] = {};

requiredVersion = 1.90;

};

};

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Air: AllVehicles {};

class Plane: Air {};

class ST_rs: Plane

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

class vag_rscargo: ST_rs

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

class ST_rscargo: Plane

{

scope=public;

crew = SoldierWPilot;

vehicleClass="Starship Troopers MOD";

icon="\ST_rscargo\drpicon.paa";

picture="\ST_rscargo\drpicon1.paa.paa";

side =TWest;

displayName="ST_rscargo";

nameSound="plane";

accuracy=200;

flapsFrictionCoef = 0.00;

wheelSteeringSensitivity = 400.0;

sensitivity=5;

irTarget=1;

irScanRange=4000;

irScanGround=1;

noseDownCoef = 0;

precision=500;

brakeDistance=0.1;

aileronSensitivity = 0.8; // relative aileron sensitivity

elevatorSensitivity = 1.2; // relative elevator sensitivity

steerAheadSimul=0.1;

steerAheadPlan=0.2;

hasDriver =1;

driverIsCommander=true;

hasGunner=1;

driverCanSee=CanSeeAll;

gunnerOpticsModel = "optika_heli_gunner";

insideSoundCoef = 0.5;

preferRoads=false;

nightVision=true;

driverAction = ManActA10Pilot;

maxSpeed = 750;

soundEngine[]={"\ST_rscargo\engine.wav",db+10,1};

soundEnviron[]={"\ST_rscargo\engine.wav",1,1};

armor=700;

cost=20000;

model="\ST_rscargo\veship.p3d";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 0.8, 1.0};

class eventhandlers

{

init = [_this select 0] exec "\ST_rscargo\VTOL.sqs"

};

};

class Animations

{

class barrier

{

type="rotation";

animPeriod=5;

selection="barrier";

axis="axisbarrier";

angle0=0;

angle1=1.8;

};

class canopy

{

type="rotation";

animPeriod=5;

selection="canopy";

axis="axiscanopy";

angle0=0;

angle1=-1.0;

};

};

class UserActions

{

class Openbarrier

{

displayName="Lower Barrier";

position="pos_barrier";

radius=8.000000;

condition="this animationPhase ""barrier"" < 0.5";

statement="this animate [""barrier"", 1]";

};

class Closebarrier

{

displayName="Raise Barrier";

position="pos_barrier";

radius=8.000000;

condition="this animationPhase ""barrier"" >= 0.5";

statement="this animate [""barrier"", 0]";

};

class Opencanopy

{

displayName="Open Canopy";

position="pos_canopy";

radius=8.000000;

condition="this animationPhase ""canopy"" < 0.5";

statement="this animate [""canopy"", 1]";

};

class Closecanopy

{

displayName="Close Canopy";

position="pos_canopy";

radius=8.000000;

condition="this animationPhase ""canopy"" >= 0.5";

statement="this animate [""canopy"", 0]";

};

};

}

}

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Let's define:

1) The MOD name ( = STMod)

2) The Addon name ( = STRetShip)

3) The p3d file name ( = STRetShipMesh)

The main class in CfgPatches should be (1). The units array

should then contain the _addon_ name (2).

The class defined in CfgModels has to have the name of the

p3d file (3) - _not_ the addon or mod name.

The class defined in CfgVehicles is the addon name (2). The

line 'model=' in that class should be the p3d file name (3).

The mesh file, textures, cpp and scripts should be in a

directory called (2).

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