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AI Runways

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Hi,

I've been experimenting with AI aircraft for a while, trying to get them to land and take off from a variety of different runways. I managed to get what I was after, some time back, but it still required a load of scripting to use them in a mission. So I put together this system, it does not live up to it's title of Air Traffic Control as yet.

But it does form the bare bones, and if it's useful to others? I will refine\develop it further. There are tons of things that could be added, and plenty of stuff that could be improved. Right till the very end, OFP still threw up a few surprises. But I reckon I have a good idea now, of what’s required for the finished version.

I hope to develop a system that can launch or land any compatible AI aircraft in a straight line, without it veering left or right halfway through a takeoff or landing. Unfortunately this can be at odds with how OFP controls the AI, so in some cases, it does not stand up to close scrutiny. As a rule I try and work with OFP's AI to get what I want (Aligned Runways), but sometimes I had to use brute force to override it.

You can download the entire ATC Pack Here:

ATC Pack (Updated 12/07/05)

You will need all the supported third party addons if you install the entire pack. If not, just delete the ATC addons where you dont have the originals.

But please read on for further details on each of the different addons.

For the best results, use Islands without taxi ways. Preferable ones with ILS positions defined, that best suit as many runways as possible. As an example I've included a modified version of Nogova to make best use of both runways. You can compare this version of Nogova with the default OFP version, by running these two test missions:

ATC Modified Nogova Island

ATC Traffic (Modified Nogova) Mission

ATC Traffic (Default Nogova) Mission

Most of the aircraft addons I've included are companion addons, with the exception of the Cessna,A10 & Su25 By BIS.

UPDATE: You will need the authors original addons to use the ATC versions. OFP will certainly object at startup and perhaps even CTD when running some of the example missions.

At the moment, this is a very crude version of my system. I have not been able to spend as much time refining the settings for each of the addons, as they deserve. But I have made the system flexible enough to fix most problems within a mission using system parameters and functions. So please let me know if something does not work.

Aircraft are listed under ATC Aircraft:

AirAddons.jpg

Runways are listed under ATC Runways:

http://homepages.gotadsl.co.uk/~gssoft/RunwayAddons.jpg

Island runways are listed under each Islands name:

IslandRun.jpg

Islands:

The ATC addons for the standard OFP Island:

ATC Modified Nogova (2 Runways)

ATC Nogova (2 Runways)

ATC Desert Island

ATC Everon (1 Runway)

ATC Malden (1 Runway)

ATC OFP Island addons

A modified version of Nogova for the ATC system, with an updated ILS position:

ATC Modified Nogova

A few more addons supporting some of the, third party user made Islands I had kicking about (You will also need the authors original Islands):

ATC Gaia (8 Runways)

ATC Nogova 2004 by Ironsight (3 Runways)

AEC Island by Snake Man (2 Runways)

ATC Gaia

ATC AEC

ATC Nogova 2004

Scripts:

You need ATC_Scripts.pbo and ATC_Runways.pbo to run these addons:

ATC Scripts

ATC Editor Runways

ATC USS Nimitz (Requires authors original addon)

Original Nimitz can be downloaded here:

http://members.iinet.net.au/~nrspence/hwk_uss_nimitz_05.rar

If you dont want to download any of the following third party addons, this is everything you need to try it out with the standard OFP Aircraft and Islands:

ATC Scripts

ATC Editor Runways

ATC BIS Aircaft

Basic BIS Desert Island Missions

ATC OFP Island addons

Aircraft:

I currently, support the following third party aircraft addons. I will update more URL's to point the original addons, ASAP. But any that are missing can be found at http://ofp.gamepark.cz/:

Cessna,A10 & Su25 By BIS

Messerschmitt Me-109 by Trenchfeet

P-51D Mustang by Trenchfeet, Hrschmit

Spitfire by Trenchfeet & Footmunch

Storch by Trenchfeet

AmboStorch by Trenchfeet

Antonov-124 v1.2 (Konyak & Vit) (Update 08/04/05)

Sopwith F.1 Camel by BIS

Yak9 by Phoenix

C130 addon v2 By Capt Moore

Cessna Float by Capt Moore

De Havilland Canada, DHC-4 Caribou addon by CSJ

North American F100 Super Sabre by CSJ

Pilatus Porter By CSJ (Updated 12/07/05)

AiA LA-5FN by Samu

Hawker Typhoon Mk 1A and Mk 1B by CSJ

A4-F Skyhawk by Colonel Klink Falklands War Mod

A-10A Thunderbolt II by Diesel

Beriev Be-32K By HJ & FW200

Yak-130 by Ghost

USCG C130 v1.0 by HAWK & USCG

C130 v1.0 by HAWK & Vit

C5A Galaxy by Hawk

Corsair F4U Fighter/Bomber by BraTTy

JASDF MITUBISHI F-1 by Rezin

JASDF MITUBISHI F-2 by Rezin

JMG Stuka by Scanger for Desert War 1942 Mod

Junkers JU-52 by Trenchfeet

Junkers JU-52 (Float Plane) by Trenchfeet

LIBERATION 1941-45 MOD La5 (168 & 159) by Strinder

Mp_PiperCub by The WWII Team

McDONNELL DOUGLAS C-47 SKYTRAIN by Trenchfeet

DC-3a by Martin

FRENCH ARMY FORCES Air pack by OFrP

FA/18C Hornet By Hudson and PennyWise

An-72 Coaler by Footmunch (Updated 12/07/05)

A-6E Intruder by Footmunch

Il-28 Beagle by Footmunch

McDonnell Douglas F-4E Phantom II by Footmunch

F-5A Tiger by Footmunch

F-15C by Footmunch

Lockheed Martin F-16C Falcon by Footmunch

F-86A Sabre by Footmunch

MiG-17 by Footmunch

Mikoyan Gureyvich MiG-23 Flogger by Footmunch

MiG-27 By Footmunch

UK Phantom by Footmunch

Hawker Sea Fury by Footmunch

Skyraider by Digital Centurion and Footmunch

SU-27 By Footmunch

F-14 Tomcat by Footmunch

F-14 Tomcat by Footmunch & TomiID (Updated 12/07/05)

P38 Lightning addon by CSJ

Su-27 Pack By SPETSNAZ MOD

Sturmovik by Footmunch

SU-39 by TomiID

SU-17 by TomiID (Update 28/03/05)

F117 by TomiID (Update 28/03/05)

S-37 Berkut by Naoyuki

SU 22M4 by TomiD (Not sure this is the latest version)

C130 model by HAWK & Vit

MiG-25 by Vit

MiG-29 by Vit

F-15 Usa Falcon by Vit

F-16C Usaf by Vit

OFPL AirPack version 1.0 (Update 28/03/05)

F22 by Gachopin (Update 28/03/05)

The Finish Defence Forces Mod (Updated 03/05/05)

The Swiss Mod (Updated 12/07/05)

CSLA II (Updated 12/07/05)

Liberation 1941 - 1945 (Updated 12/07/05)

Mig 31 by Timamas (Updated 12/07/05)

You can download all the ATC Aircaft addons, here:

ATC Aircaft (Updated 12/07/05)

Remember, you will need the authors original addon along with the ATC version. If you dont have the originals, ofp will object at startup. The ATC class names are the same at the original aircraft, but with ATC_ added to the start. So Footmunch's RKT_F16 will be ATC_Rkt_F16.

Mission Editor Runways:

Runways.jpg

USS Nimitz By Hawk

Desert Runway (OPGWC Runway Textures) By Leone

Resistence Runway BIS

OFP Runway BIS

Water Runways

Invisible Runways

With the exception of Hawks Nimitz, you dont need any other third party addons for the Editor runways.

ATC Editor Runways

I need more textures for runways. So if you know of any, then please let me know.

There are versions using runway lights. Not the best examples, but they will do, to demonstrate the point.

Lights.jpg

Example Missions:

There are a few basic example & utility missions, most of them use the default BIS aircraft for convenience. Although they dont have any working undercarriage, like the others:

Basic BIS Nogova Missions

Basic BIS Everon Missions

Basic BIS Malden Missions

Basic BIS Desert Island Missions

Utility Missions for setting up the Aircraft parameters

ATC Utility Missions

A couple of mission using Runway Lights and ATC Events for Nogova

Basic BIS Nogova Events & Lights

Very basic examples using Hawks USS Nimitz:

Nimitz.jpg

At the moment I just treat the Nimitz as a single runway. I do plan on getting it, working properly.

Basic Nimitz Missions

A couple of missions using Nogova 2004 and Gaia (Multiple Takeoff and Escort Missions):

Nogova 2004 Escort Missions

You will need the following aircraft:

Antonov 124 "Ruslan" v2.1 by Konyak

MiG-27 By Footmunch

C130 v1.0 by HAWK & Vit

Lockheed Martin F-16C Falcon by Footmunch

Gaia Island Multiple Launch Mission

McDonnell Douglas F-4E Phantom II by Footmunch

More complex missions with five runways and seven aircraft flying pre-planned routes on the default BIS Nogova & ATC Modified Nogova islands:

Traffic.jpg

ATC Traffic (Modified Nogova) Mission

ATC Traffic (Default Nogova) Mission

You will need the following aircraft & ATC addons:

Beriev Be-32K By HiJacker & FW200

C130 v1.0 by HAWK & Vit

F-14 Tomcat by Footmunch

Cessna Float by Capt Moore

USS Nimitz By Hawk

ATC Modified Nogova

ATC Nogova

There are a few functions and features to help with mission design, the main ones are:

ATC Functions

Some more functions are demonstrated in the example missions, the others I will try and document later.

I'm unable to test this in Multiplayer. But I doubt it will work without modification.

If anyone is interested in testing any of the aircraft settings or adding support for new Islands and aircraft, let me know and I will add the updates.

I've just go back online after a six week wait, so I've yet to include any new addons since released. If there are any others you want supporting, let me know.

To do for now:

The Nimitz version is basic, but I do plan on adding support for launching aircraft from it's four catapults and simulating an arrestor wire e.t.c Plus I will be adding support for other carrier addons.

I will try adding my own Taxi paths, although they will only really work for aircraft that sit parallel with the horizon.

Slow aircraft like the Cessna and Sopwith don’t work to well at the moment, so I'm going to try and improve this.

Thanks to all the addon makers for a nice selection of aircraft. If any of the credits to the authors are wrong, let me know and I will correct them.

Cheers

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sounds really cool, but could you or someone else make one big pack with all the stuff included you listed here?

and one big readme then too.

as it seems you renamed the vehicle class and the display names of aircrafts too, it would be usefull.

or have i missed one big link?

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@Tomislav

I've added a single link to download the entire ATC pack at the top of my original post.

Wish I could host all the aircraft addons to, but I'm nearly out of web space as it is.

Cheers

P.S Hope I have not missed anything out

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That looks like a hell of a good work. Thanks mate! smile_o.gif

You said you're looking for more runway textures? Here you go:ACES Airport Textures by Vektorboson.

BTW. Maybe it's to late for that and sorry I'm nitpicking, but could you consider putting all the conifgs (or at least the ones for islands), where possible, into 1 pbo file? Currently they clutter my addon folder completly. tounge_o.gif

Edit: Oh... one more question... how would I go about providing compatibility with this system for new aircraft addons?

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Oh that sounds indeed interesting! I gotta try that, might get back on you smile_o.gif

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@Tomislav

I've added a single link to download the entire ATC pack at the top of my original post.

Wish I could host all the aircraft addons to, but I'm nearly out of web space as it is.

Cheers

P.S Hope I have not missed anything out

then i think it would be a good idea to ask one of the Big Community sites to host it for you smile_o.gif

btw. how big would be all the Planes together?

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Quote[/b] ]BTW. Maybe it's to late for that and sorry I'm nitpicking, but could you consider putting all the conifgs (or at least the ones for islands), where possible, into 1 pbo file?

I did consider it, but at this point I prefered them seperate, as I did not know what was going to be involved with each addon. I would prefer them to be included in the original addons config's, like ATC_Noe.pbo. Just makes it easier to keep track of updates that way.

Quote[/b] ]Edit: Oh... one more question... how would I go about providing compatibility with this system for new aircraft addons?

You will have to add this to your config

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">gearRetracting=false;

wheelSteeringSensitivity=0;

Works best with aircraft that have custom landing gear animations, otherwise the landing gear stays down. Wheelsteering ensures the aircraft to taxi in a straight line a slow speeds (required for un-aligned runways only).

You need to add four lines to the config events, this is for the BIS Cessna in ATC_BIS.pbo

Init Event:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Init="ATC_RegAircraft=LoadFile ""\ATC_Scripts\ATCRegAircraft.sqf""; [_this select 0,600,32,2,550,{},{},3.0,{},{},{SoldierWPilot}] Call ATC_RegAircraft"

The parameters for ATC_RegAircraft are:

[<Aircraft>,<Max Speed>,<Taxi Speed>,<Nose Down Delay>,<Turn Diameter>,<Gear Down Script>,<Gear Up Script>,<Aircraft Height>,<Close Anim Script>,<Open Anim Script>,<Pilot Type>]

<Aircraft> The usual _This Select 0

<Max Speed> Just the aircrafts maximum speed

<Taxi Speed> Is determined using the Taxi Speed utility mission. It's just the maximum speed an aircarft can taxi without starting to veer of course. find a similar aircraft for a starting value then just adjust the settings in the mission editor until your happy.

<Nose Down Delay> On un-aligned runways, this is the time the aircraft will wait before forcing it's nose down once the wheels have touched down. Otherwise it veers to far off the runwway. The best results seem to be a value of 2 seconds.

<Turn Diameter> Depends on the aircrafts mass and max speed, but this determines an aircrafts turning circle while flying the approach path. You can test this with the Turn Radius utility missions, find a similar aircraft for a starting value then just adjust the settings in the mission editor until your happy. You want the aircraft to turn using a smooth motion, and still be able to align itself with the runway in time.

<Gear Down Script>,<Gear Up Script> The scripts to raise and lower the landing gear (if any)

<Aircraft Height> The height the aircraft sits above the ground when placed on the runway. The utility mission Plane Height will tell you this, just run the mission and make a note of the value.

<Close Anim Script>,<Open Anim Script> The scripts to open and close animations, they all follow the same format, call ATC_Open.sqs and ATC_Close.sqs so checkout any another addon to see how they work.

<Pilot Type> Just the standard OFP class name as a string, for the selected pilot. Some aircraft come with there own pilots, like the BIS Camel.

Finaly smile_o.gif just add these functions to the following config events:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">killed="([ATC_EVENT_KILLED]+_This) Call ATC_AbortAction";

getout="([ATC_EVENT_GETOUT]+_This) Call ATC_AbortAction";

getin="([ATC_EVENT_GETIN]+_This) call ATC_GetInEvent";

Once you have set one up for the first time, you can do them quite quickly. Let me know if you need any more help.

Quote[/b] ]btw. how big would be all the Planes together?

Just looking at all the planes I've downloaded, around 900 mb  wow_o.gif

Cheers & thanks for the Runway Texture link

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Quote[/b] ]btw. how big would be all the Planes together?

Just looking at all the planes I've downloaded, around 900 mb wow_o.gif

Cheers & thanks for the Runway Texture link

crazy_o.gifcrazy_o.gifcrazy_o.gif

we really have 900 MB of good planes? or did you just download everything no matter if it is good or not?

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I downloaded more than I used, I went mainly for those with custom landing gear and and any that added some variety. I have a few versions of the same addons to. But just trying to track down some old links to the addons. Has netted me 200mb of new aircraft, that have been released or updated over the last six weeks.

It's hard for me to try and keep up to date with all the new versions, so I will start with some of the established ones. For my own needs, I hope to compile all the WW2 aircarft into a pack.

But if the system looks like it will work? I would like to ask each addon maker, if they could include the ATC classes with their addons. Then it's just one download.

Cheers

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Quote[/b] ] update old ATC script

I add it Sound and more

Sure, I'll email you again. Unless you still have my email address and can send it via email?

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Works best with aircraft that have custom landing gear animations, otherwise the landing gear stays down.

Hmmm, why is that? rock.gif

To be more specific, I was thinking about making this planes released by my mod compatibile. They do have custom gear animations, but also they have gearRetracting=true parameter. All the animations are controlled by gear eventhandler. IMHO this is the best method - saves some performance because you don't need the gear control script for AI.

Anyway, thanks for the instruction, I'll definitely give it a shot when we update that addon one day. smile_o.gif

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yes, a ww2 plane pack would be nice, i think i am just too lazy to searcj for all the addons tounge_o.gif

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P.S Hope I have not missed anything out

USCG C130 v1.0 by HAWK & MFS

USCG C130 by hawk & USCG mod team  wink_o.gif

USCG mod team needs mentioned in the credits to simplify it, but for reasons of this reply.. ill jsut point out that col klink modified the model a little bit, bullz_eye_on_my_back added a shadow lod, i tweaked the textures, and extraction and i did the pilots. but for ease jsut credit hawk (orginal model) and USCG mod team.

http://ofp.gamezone.cz/_hosted/bratty/PB/USCG/index.html

update that link for us please  smile_o.gif

by the way is the "atc_footmunch" planes compatable with the tomid versions? rock.gif

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Just tried this out Unnamed, and it rocks! I LOVE IT!

I tried it out on PMC_Euro with a two-ship of F-16s returning from a CAP. I placed myself as the wingman, with the AI leader in the ATC-enabled version. I wasn't expecting it to work, since PMC_Euro isn't in the list of supported islands, but it did! All I had to do was place an invisible runway and run the ATC_Land function! How awesome is that?

I have a few questions:

<ul>

[*]When you say that a certain island is supported, what do you mean? I could get the system to work on an island without any of the island-specific ATC definitions, infact I don't think it has any regular runway definitions.

[*]What do the different ILS/runway objects actually do?

[*]Does one have to have the ILS object on the map in order for the runway objects to function?

[*]Can you use any old object as the "runway" passed to the land function, or must it be the ones supplied by the pack?

[*]How is the direction of the runway defined? For example, if you wanted a plane to land on a runway with a heading of 120, how would you do that?

Once again, awesome work! Can't wait for MP compatibility and some documentation! If that happens, I may just ask you to bear my offspring. biggrin_o.gif

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Hey UNN, DocRptr here. I'm relatively new to the editing area, but have learned lots from OFP Anim. I was thinking about animating some of the carrier crew personnel to do simple hand gestures. It would incorporate in with the script for the launching off of the catapults. I want to see the landing on the Nimitz. I think it will look awesome to see AI scripted LSO's and Catapult personnel. Thanks for the hard work.

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Quote[/b] ]To be more specific, I was thinking about making this planes released by my mod compatibile.

That’s one of the new addons I've just downloaded, so I took a quick look.

Quote[/b] ]They do have custom gear animations, but also they have gearRetracting=true parameter. All the animations are controlled by gear eventhandler. IMHO this is the best method - saves some performance because you don't need the gear control script for AI.

Yeah, for regular OFP runways that’s the best way. The AI will trigger the gear event. But AFIK it's impossible to get the AI to lower it's gear, any other way. I can set GearRetract to false, because the scripts control when the landing gear is raised or lowered, rather than relying on the AI. So you can remove the gear event all together for the ATC version (the AI wont use it with my runways). Just add geardown.sqs and gearup.sqs to the call to ATC_RegAircraft. There are no loops involved with the gears, it just calls the appropriate script once, at the right point in time.

Plus this makes for a more flexible system. Using the ATC Landing event, the mission designer for example, can decide to either lower both wheels, lower just the one or not at all. Based on the aircrafts damage e.t.c I really designed this for the AI, assuming most people can land a plane. You could leave the gear event in for the player, but for a player to Auto Land on an ATC runway. You would have to move the player out, create an AI pilot and switchCamera to the AI for the duration of the landing.

If you did want to include the ATC class in your config, it would not take me long to make the additions? Plus I could use the opportunity to base a quick tutorial around it. Even if you don’t need to release an updated version as yet, it will come in handy as an example.

Quote[/b] ]USCG mod team needs mentioned in the credits to simplify it

Will do, I did credit USCG correctly in the mission editor credits. Just forgot correct my post....Doh

Quote[/b] ]by the way is the "atc_footmunch" planes compatable with the tomid versions?

Yes and no, the settings will probably be the same. I would like to include them, but IMHO it would be better if they either inherited from the originals or they where given different Patch and PBO names. I found it confusing first time round, if either are updated in the future it will be even more so, so I opted to stick with the originals for now.

Quote[/b] ]When you say that a certain island is supported, what do you mean?

You have pretty much cut to the chase. The Island addons are just collections of predefined invisible runways, it was convenient for Islands like Gaia with eight runways of varying width and length. But I planned on adding a new class, ATC Airports. They will be specific to each Island, and be harder to setup manually. I'm going to try it with the Nimitz, treat it as a single Airport with four launch runways and one landing runway. And extra things that go with standard airports, like it's own airspace, ground crew, taxi ways, hangers, emergency procedures and so on. Because I can monitor the status of every aircraft at any point in time, I can automate the AI ground crew to respond appropriately.

Quote[/b] ]What do the different ILS/runway objects actually do?

The ILS positions are just lifted straight from the Islands config. The island runways I included already contain the correct ILS position for that island. But the runways you place in the mission editor dont, so if you want to use Aligned Runways you have to include the ATC ILS Position object, for the island your using. Aligned runways are better because they point in the direction OFP's AI wants to fly, so you should get a smoother landing and takeoff. If the system does not know where an islands ILS position is, or it cant use it with the selected runway. It will lock the aircrafts direction during landing and take off, which does not look as good.

If it was possible to turn OFP's Pilot AI off, It would have made my life a lot easier. I got hold of PMC_Euro, not sure about that island. It inherits its ILS Position from the Desert Island, so you might be able to use the Desert Island ATC ILS Position to enable aligned runways. As an alternative you can use the ATC object "Override ILS Position". Place it in the bottom left hand corner and adjust it's position until aircraft land and takeoff along the aligned runways centre line.

Quote[/b] ]Does one have to have the ILS object on the map in order for the runway objects to function?

Again just to use the aligned runways, but I recommend using aligned runways whenever possible.

Quote[/b] ]Can you use any old object as the "runway" passed to the land function, or must it be the ones supplied by the pack?

Yep, just about anything. The only restriction is, if you set the Build option to true it will look for objects with a similar class name. Oh and Lights. Set to true, it will assume the runway is rectangular in shape when it builds the light arrays. But you can override that.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[<Object>,<Width>,<Sections>,<Lights>,<Build>,<Aligned>,<Default>,<Reverse>] Call ATC_RegisterRunway

For the record:

Object The base class

Width Width in meters

Sections Number of square sections in the runway, for a runways of width 40m. 10 sections will give you a 400m long runway.

Lights Build light arrays around the perimeter True\False

Build Build an array of runway sections to display textures or create an invisible, flat surface. Depending on the object passed. True\False

Aligned True, automatically point the runway at the Islands ILS Position. False, use the direction defined in the mission editor.

Default No longer used, set to false.

Reverse True, the aircraft lands towards the object, and takes off away from the object (See Water Based Runways). False, the aircraft lands towards the object and takes off towards the object (Same as standard OFP Runways).

Quote[/b] ]How is the direction of the runway defined? For example, if you wanted a plane to land on a runway with a heading of 120, how would you do that?

If your doing it in the mission editor, with un-aligned runways. Just set the direction of the runway object as you would any other OFP object. I need some better icons for runways in the editor, instead of the default flags.

Quote[/b] ]I want to see the landing on the Nimitz. I think it will look awesome to see AI scripted LSO's and Catapult personnel. Thanks for the hard work.

Me to, but I cant find any Naval commanders (other than Russian officers) or crew at the moment sad_o.gif

Cheers

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After finally trying it out for myself, I have to say that I'm impressed by the effects you've achieved. Really, great work!icon14.gif

Also, feel free to use our planes for tutorial if you'd like. Like you said, we won't be updating them for a while as we have other more important addons to finish.

Just a thought I had:

Couldn't use control the default gear via this action ["GEARUP"] / this action ["GEARDOWN"]

I'm not sure if these are exactly the correct commands, like I said just an idea...

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Great work UNN!

Quote[/b] ]All I had to do was place an invisible runway and run the ATC_Land function!

...Could this also enable stuff like beach/field C130 landings, WWII gliders, Harriers/Viggen operating from roads etc?  wow_o.gif

Cheers,

Cornhelium

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Me to, but I cant find any Naval commanders (other than Russian officers) or crew at the moment

I have a set of US Aircraft Carrier crew, took me a while to find where to download it from though. I've had these units a long time now, and although they are basic, they still work when needed. Hope this helps.

DWR Carrier Crew

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Thanks Grunt249. It would have taken me a few seconds to find them also. OFP anim is great, I guess the commands/animations will work with just about any person you decide to use it on. I'm still trying to read the script on how the NImitz calls up the "Land on Deck1-4" procedure, and the "Launch from Catapult1-4"

CNN, I have a group of Navy, Air Force, and Marine all in Class A uniforms, put out on OFP.info and made by CCO. Problem is, that they never show up in the editor list. Sure it's probably a scripting error, but maybe you'll want it.

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The units in Class A (Dress) uniforms mentioned can be found at this link. They are labelled as "Generals", but are not. They look ok for some uses, but unfortunately they have some problems as well.

I haven't tried them in a long time, but I don't recall having any problems with seeing them in the mission editor. I'll check it again and update this post with a screenshot if they are visible. I also have a "DWRGeneral.pbo" addon that gives a naval officer, but I am unable to find this file online. I can send the addon to anyone that asks for it though. I'll also post some screenshots of that unit as well, maybe someone can also provide a link if known.

In regards to the AI landing scripts, this looks like a great idea. I have not yet had the time to try it out myself, but based on the comments of others, I'd have to say it's excellent work. Keep it up.

EDIT: I am now adding screenshots for those addons mentioned above. In the first screenshot, you can see that those Carrier Crew units are visible in the editor, under West>Men>DWR Air Crew (Color). The second screenshot is of the DWR General that I mentioned, which is similar to one of the units from the "CCO Generals" addon linked to above (Sorry for my low graphics quality, I'm using onboard 16MB video). I do not know yet where to download the DWRGeneral.pbo, but I can send it to anyone that wants it. Maybe someone can submit it again to an addon site if a link is not found?

dwr1.jpg

dwr2.jpg

Also, regarding the Carrier Crew, each jacket color represents a specfic job. These titles are also printed on the backs of their jackets. The color and job title are shown below:

Red = Weapons Crew

Blue = Chock Crew

Yellow = Plane Director

Purple = Fuel Crew

Green = U.S.-11 Catapult

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UNN - Excellent work so far.

The AI will trigger the gear event. But AFIK it's impossible to get the AI to lower it's gear, any other way. I can set GearRetract to false, because the scripts control when the landing gear is raised or lowered, rather than relying on the AI. So you can remove the gear event all together for the ATC version (the AI wont use it with my runways).

Could you look into the

_plane action["Land Gear"] //I think this is the right syntax...

possibilities instead of GearRetracting=false?

Non-retracting gear has an effect on the flight model as the

OFP engine simulates the aerodynamic drag of the fixed gear

whether they are 'retracted' or not.

What's the reason for wheelSteeringSensitivity =0 ?

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_plane action ["LAND GEAR"] does only work in certain circumstances, so I fully understand why you used the gearRetracting=0 variant. I'd rather use it not though and ignore the original planes in this case (are only two), for the rest of the addons use gearRetracting=1 but use the gear-scripts when you want to lower the gear via your script.

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