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The-Architect

Nampack Hueys

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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.

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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.

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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! wink_o.gif

Wadmann

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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.

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From the Readme smile_o.gif

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

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@ 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

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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

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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. smile_o.gif

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