The-Architect 0 Posted June 23, 2004 Does anyone know how to have the doors on the Hueys open? For those of you who are a little slow, I know you can open them via action menu. I wanted to know what to put in the init line so that they are open on mission start. Cheers. Share this post Link to post Share on other sites
The-Architect 0 Posted June 23, 2004 Ok, done that. I'm still going to keep an eye on this thread though in the hope that I get a reply sooner than Ebud gets back to me. Share this post Link to post Share on other sites
Wadmann 0 Posted June 23, 2004 You could de-pbo the pbo containing the said Huey and look for the animated parts of the Huey. Then add the following line in the init of your chopper: chopper1 animate ["doors1", 1] This is only an example of the format for the syntax, not the exact code. You may need to change "chopper1" to the name of your chopper, the 1 to 0 (to open or shut) and "doors1" to the correct name of the door that you locate in the un-pboed pbo! Wadmann Share this post Link to post Share on other sites
Warrior Xâ„¢ 0 Posted June 23, 2004 You could also un-pbo a mission that uses this feature. I know i have seen one or two around that use those doors opening and closing as you get in and out. Share this post Link to post Share on other sites
The-Architect 0 Posted June 23, 2004 I De Pbo'd the gunship file but there's no config in there. Share this post Link to post Share on other sites
Warrior Xâ„¢ 0 Posted June 24, 2004 I think one of the missions on the site below has that "open/shut" door feature. Try to un-pbo one of them and find out how it's done. HawkNam Share this post Link to post Share on other sites
blackdog~ 0 Posted June 24, 2004 have you checked the readme? Share this post Link to post Share on other sites
SelectThis 0 Posted June 24, 2004 From the Readme Quote[/b] ]HELICOPTERS: sebuh_1 UH-1D# (seats 8) Wpn/Mag: sebmg50 sebuh_1a UH-1H# (seats 12) Wpn/Mag: sebmg50 sebuh_1dustoff UH-1H (seats 6) Wpn/Mag: n/a sebuh_1gs UH-1C# ARA Wpn/Mag: sebuh1_gl_m75,sebuh1zuni48 sebuh_1guns UH-1C# Gunship Wpn/Mag: sebuh1_mg_m134, sebah1zuni14 seboh6a OH-6A# Left Gunner Wpn/Mag: sebmg50 seboh6arg OH-6A# Right Gunner Wpn/Mag: sebmg50 sebah_1a AH-1G# Cobra Wpn/mag: sebah1_mg_m134,sebah1_gl_m129,sebah1zuni76 sebah_1j AH-1J# Cobra Wpn/mag: sebm197,sebah1zuni38,sebah1towlauncher sebch47ca CH47C Chinook Wpn/Mag: sebmg50 HELICOPTERS: # Helis marked with the "#" have customisable nose paint textures which can be altered via the setObjectTexture command. For reference, the syntax is: vehicle setObjectTexture [0,"texturename"] 3 sample textures have been provided and can be added using the following in the init line: this setObjectTexture [0,"\sebnam_vh\sebartaircav.paa"] or this setObjectTexture [0,"\sebnam_vh\sebartgunship.paa"] or this setObjectTexture [0,"\sebnam_vh\sebartswords.paa"] If you wish to make your own textures then I recommend using a 256x256 paa texture with alpha channel (larger sizes will not bring about that much more detail), then packing them into a pbo. You can make your own nose art and put that in a pbo (no config.cpp needed) and include that with your missions. Helicopter animation script commands are: Syntax this animate ["selectionname", position] Huey Doors (Dustoff, UH-1C ARA/Gunship) Open Left Doors Heliname animate ["sidedoorl", 1] Close Left Doors Heliname animate ["sidedoorl", 0] Open Right Door Heliname animate ["sidedoorr", 1] Close Right Door Heliname animate ["sidedoorr", 0] Raise Pilot Sight Heliname animate ["pilotsight", 1] Close Pilot Sight Heliname animate ["pilotsight", 1] Open Chinook Ramp Heliname animate ["backramp", 1] Close Chinook Ramp Heliname animate ["backramp", 0] Raise Pilot Visor Pilotname animate ["visor", 0] Lower Pilot Visor Pilotname animate [""visor"", 1] RPGS: The RPG2 and LAWlaucher will target air, if you want to keep anti-armor capability then use the RPG7 or the 90mm MAW to stop the units using up their rockets on air units. IA DRANG LZ's Most flat areas on the Ia Drang map are highlighted with a different texture (the dirt patch), try to get your heli's to land on these if you can. They will land anywhere else with a big enough space, but they seem to prefer flat spaces. RADIO: The concept behind the radio is to allow you to dictate when a player has access to radio commands, whether it be for arty support or for evac. The radio is classified as a weapon, so you can check if a unit has the radio using the: unitname hasweapon "sebprc25" unitname hasweapon "sebtyp63" Sample script snippet ;start radio check-------------------------- ;check for radio _unitarray= units group player ?("_x hasweapon {sebprc25}" count _unitarray)>0:goto "hasradio" hint "No Radio present" exit #hasradio Hint "Radio Active" SelectThis Share this post Link to post Share on other sites
Wadmann 0 Posted June 25, 2004 @ SelectThis Could you post a link to your readme as mine appears to be missing some information. I am not sure what else I am missing but mine appears as follows: Quote[/b] ]HELICOPTERS:sebuh_1       UH-1D# (seats 8)   Wpn/Mag:  sebmg50 sebuh_1a      UH-1H# (seats 12)   Wpn/Mag:  sebmg50 sebuh_1dustoff   UH-1H (seats 6)    Wpn/Mag:  n/a sebuh_1gs      UH-1C# ARA      Wpn/Mag:  sebuh1_gl_m75,sebuh1zuni48 sebuh_1guns     UH-1C# Gunship    Wpn/Mag:  sebuh1_mg_m134, sebah1zuni14 seboh6a       OH-6A# Left Gunner  Wpn/Mag:  sebmg50 seboh6arg      OH-6A# Right Gunner  Wpn/Mag:  sebmg50 sebah_1a      AH-1G# Cobra     Wpn/mag:  sebah1_mg_m134,sebah1_gl_m129,sebah1zuni76 sebah_1j      AH-1J# Cobra     Wpn/mag:  sebm197,sebah1zuni38,sebah1towlauncher sebch47ca      CH47C Chinook     Wpn/Mag:  sebmg50 # Helis marked with the "#" have customisable nose paint textures which can be altered via the setObjectTexture command. For reference, the syntax is: vehicle setObjectTexture [0,"texturename"] 3 sample textures have been provided and can be added using the following in the init line: this setObjectTexture [0,"\sebnam_vh\sebartaircav.paa"] or this setObjectTexture [0,"\sebnam_vh\sebartgunship.paa"] or this setObjectTexture [0,"\sebnam_vh\sebartswords.paa"] If you wish to make your own textures then I recommend using a 256x256 paa texture with alpha channel (larger sizes will not bring about that much more detail), then packing them into a pbo. ARMOR-EAST SEB_ZSU572   Weapons:   SEB_57mmGun         Magazines: SEB_57mmGun SEB_T54     Weapons:   SEB_T54GUN, SEB_DshkT, SEB_PKTa         Magazines: SEB_T54HEGun, SEB_T54HEATGun, SEB_DshkT, SEB_PKTa SEB_PT76    Weapons:   SEB_PT76GUN,SEB_PKTb         Magazines: SEB_PT76HEGun,SEB_PT76HEATGun,SEB_PKTb SEB_SU76    Weapons:   SEB_Gun76ZIS         Magazines: SEB_76mmZISAP, SEB_76mmZISHE, SEB_76mmZISAPHE SEB_T3485    Weapons:   SEB_Gun85,SEB_PKTa         Magazines: SEB_85mmAP, SEB_85mmHE, SEB_85mmAPHE,SEB_PKTa SEB_Type63AA  Weapons:   SEB_37AAGUN         Magazines: SEB_37mmAAHE, SEB_37mmAAAP SEB_BTR50PK   Weapons:   SEB_PKTc         Magazines: SEB_PKTc SEB_K63     Weapons:   SEB_DshkT         Magazines: SEB_DshkT               Thanks!                         Wadmann Share this post Link to post Share on other sites
SelectThis 0 Posted June 25, 2004 My bad. The snippet was actually from a Mission Makers Guide I had drawn up. Sorry for the mix up. Mission Makers Guide Made it along time ago, so no idea if it's all correct. STT Share this post Link to post Share on other sites
Hawkins 8 Posted June 25, 2004 I think one of the missions on the site below has that "open/shut" door feature. Try to un-pbo one of them and find out how it's done.HawkNam Yeah, in Green Hell I used them. If anyone sees the trouble on depboing the mission he would find those commands neatly listed in a txt file I made for myself. I was going to post this information to my site, but I thought all knew it. I got them from the NP2 configs. Share this post Link to post Share on other sites