Mr Groch 0 Posted May 9, 2008 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
UNN 0 Posted May 10, 2008 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
General Barron 0 Posted May 16, 2008 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
Mr Groch 0 Posted May 31, 2008 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
UNN 0 Posted June 10, 2008 Quote[/b] ]Hmm.. Don't work.. Chute is still exploding whenit 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