Jump to content
Sign in to follow this  
Mr Groch

UserActions not visible, and disabling explosion

Recommended Posts

Hello!

I am interested in fixing RAS Parachute addon...

I have something like this in vehicle class:

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

{

class OpenChute

{

displayName = "Open Chute";

position = zamerny;

radius = 1;

sound[]={};

condition = "dump = player getVariable ""ChuteOpen""; (gunner this == player) && isNil(""dump"")";

statement = "player setVariable [""ChuteOpen"",1]";

onlyForPlayer = 1;

};

class CutChute

{

displayName = "Cut Chute";

position = zamerny;

radius = 1;

sound[]={};

condition = "dump = player getVariable ""ChuteOpen""; (gunner this == player) && !isNil(""dump"")";

statement = "player setVariable [""ChuteOpen"",2]";

onlyForPlayer = 1;

};

};

But after moving player into parachut (player moveingunner parachut),

player don't have those action visible. Those action will apeear

only after switching to 3rd Person View. Next when I switch bakc to 1st person view - it will be ok. Why? How to make this

actions visible all the time from the beginning?

Next thing is - when parachute will be destroyed - it will explode...

I have

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

in vehicle class, but it will explode anyway...

I just want to destroy parachute and kill player in it, but without

making an explosion...

Thx

Share this post


Link to post
Share on other sites

Don't have the RAS addon, but a couple of things to try out.

Quote[/b] ]Those action will apeear only after switching to 3rd Person View. Next when I switch bakc to 1st person view - it will be ok. Why?

If you don't have the zamerny selection in the view-gunners LOD of the p3d, then try copying it in there.

Quote[/b] ]Next thing is - when parachute will be destroyed - it will explode...

Try experimenting with some of the other destruction types. Or, if the parachute has ammo and fuel, then try removing all of those with a script from the killed event.

Share this post


Link to post
Share on other sites
Quote[/b] ]Next thing is - when parachute will be destroyed - it will explode...

To remove the smoke/fire destruction particle effects:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DestructionEffects {};

To remove the secondary (fuel/ammo) explosion:

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

Share this post


Link to post
Share on other sites
Quote[/b] ]Next thing is - when parachute will be destroyed - it will explode...

To remove the smoke/fire destruction particle effects:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class DestructionEffects {};

To remove the secondary (fuel/ammo) explosion:

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

Hmm.. Don't work.. Chute is still exploding when

it hit the ground...

driverOpticsModel = "\ca\weapons\optika_empty";

UnitInfoType = "UnitInfoCar";

selectionClan = "";

selectionDashboard = "";

selectionShowDamage = "";

selectionBackLights = "";

bounding = "doplnovani";

scope = 1;

model="\RAS_Parachute\RAS_Parachute";

Icon="\ca\air\data\map_ico\icomap_Para_CA.paa";

mapSize = 5;

nameSound = "parachute";

accuracy = 0.5;

camouflage=2;

audible=0;

hasGunner = 1;

fuelCapacity = 0;

picture = "\ca\air\data\ico\Para_CA.paa";

soundEngine[]={"\ECS_Sounds\sounds\misc\parachuterun.wss",0.500000,1};

soundEnviron[]={"\ECS_Sounds\sounds\misc\windloop01.wss",1.000000,1};

soundGetIn[]={"",0.000000,1};

soundGetOut[]={"\ECS_Sounds\sounds\misc\parachutestop.wss",0.200000,1};

soundCrash[]={"\ECS_Sounds\sounds\misc\crashland01.wss",0.200000,1};

soundLandCrash[]={"\ECS_Sounds\sounds\misc\crashland02.wss",0.200000,1};

soundWaterCrash[]={"\ECS_Sounds\sounds\misc\crashwater.wss",0.200000,1};

gunnerCanSee = CanSeeEye+CanSeeEar+CanSeePeripheral;

secondaryExplosion = false;

extCameraPosition[]={0,2,-5};

destrType=DestructNo;

maxSpeed = 200;

envelope[] = {0.0, 0.0, 0.0};

class DestructionEffects {};

class ViewPilot: ViewPilot

{

initFov=0.7; minFov=0.4; maxFov=0.95;

initAngleX=0; minAngleX=-70; maxAngleX=+70;

initAngleY=0; minAngleY=-110; maxAngleY=+110;

};

class Turrets

{

class MainTurret : NewTurret

{

body = "";

gun = "";

commanding = -1;

memoryPointsGetInGunner = "pos gunner";

memoryPointsGetInGunnerDir = "pos gunner dir";

weapons[] = {};

magazines[] = {};

castGunnerShadow = 1;

viewGunnerShadow = 1;

gunnerAction = "Para_Pilot";

gunnerInAction = "Para_Pilot";

showgunneroptics = 0;

gunnerForceOptics = 0;

gunnerOpticsShowCursor = 0;

class ViewGunner

{

initFov=0.7; minFov=0.4; maxFov=0.95;

initAngleX=0; minAngleX=-70; maxAngleX=+70;

initAngleY=0; minAngleY=-110; maxAngleY=+110;

};

class ViewOptics

{

initFov=0.7; minFov=0.4; maxFov=0.95;

initAngleX=0; minAngleX=-70; maxAngleX=+70;

initAngleY=0; minAngleY=-110; maxAngleY=+110;

};

};

};

occludeSoundsWhenIn = db-0;

obstructSoundsWhenIn = db-0;

nightVision=1;

class Reflectors {};

enableGPS = 0;

class AnimationSources

{

class hide_chute

{

source = "user";

animPeriod = 0;

};

};

};




			
		

Share this post


Link to post
Share on other sites
Quote[/b] ]Hmm.. Don't work.. Chute is still exploding when

it hit the ground...

I happened to be looking through the definition for class All in Bin.cfg. And noticed SecondaryExplosion was defined as:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">secondaryExplosion = -1;

Perhaps it's not supposed to be a true\false value?

Edit:

Yep, spotted it in the wiki to:

secondaryExplosion

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×