breeze 0 Posted July 13, 2010 I got a tutorial on how to define points of an airport to make it work the tutorial seems to talk to the map maker rather then someone who is suing an exsisting map. I want to just add an airport here and there whenever I feel like it in a default map Questions are 1) any limit to the amt of airports needed? 2) Can I just make air strips Or do I need a taxi way cause I really dont see a taxiway in the editor tools 3)Can I alter the defaul cpp.cfg? Thanks Share this post Link to post Share on other sites
shezan74 11 Posted July 13, 2010 1) no, you can make 0 to 200+ airports. It's related to the physical space you've in your island. Obviously having 10 airports in a 10x10 km island is not realistic. 2) you can do whatever you like. Airstrip or fully featured airport. Taxyways are near runway objects (in naming convention) in your ca\roads2 folder. 3) default files should be leaved intact, due the fact users doesn't got those files but uses the ones they have in their \ca folder. Changes in \ca files will reflect on your PC only. Share this post Link to post Share on other sites
bushlurker 45 Posted July 13, 2010 (edited) Hi Breeze... 1) not that I'm aware of... 2) Default taxiway parts are called "runway Beton" or something like that - sort of concrete ground surface you've probably seen countless times in-game... Not sure if they're made available for editor placement with any of the editor upgrades, but bear in mind its the positions that are important - not the object... on a "dirt runway" you might not have the surface placed at all, but the "paths" that the AI need to follow for taxiing will still be defined, and they should "taxi" OK, as long as the path is flat and smooth - even if its grass Thats probably the single biggest drawback to editor placed airports - finding a sufficiently flat bit on an island! 3) Well, though I've never tried exactly what you're doing... technically you should be able to "patch" the island config.cpp... eg: The relevant section of Chernarus looks like this... ilsPosition[] = {4887.5,9660}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {4785.21,10174.3,5024.9,9759.07,5027.38,9737.02,5015.33,9721.14,4928.96,9670.51,4906.1,9664.37,4880.94,9673.65}; ilsTaxiOff[] = {4671,10038,4195.5,10862.0,4201.01,10885.8,4218.54,10899.8,4304.68,10950.2,4324.96,10953.7,4345.75,10938.9,4785.21,10174.3}; drawTaxiway = 1; class SecondaryAirports { class ChernarusAirstrip1 { ilsPosition[] = {12461,12585}; ilsDirection[] = {0.9396,0.08,-0.342}; ilsTaxiIn[] = {12125.9,12669.3,12435.5,12562.1,12442,12561,12447,12564,12453.3,12575.2,12454.3,12581,12451.4,12586}; ilsTaxiOff[] = {12204.4,12681.9,11812.1,12824.1,11804.1,12824.4,11797.8,12818.8,11790.9,12801.5,11790.6,12793.6,11796.6,12788.6,12125.9,12669.3}; drawTaxiway = 0; }; class ChernarusAirstrip2 { ilsPosition[] = {5223,2220.5}; ilsDirection[] = {0.866,0.08,-0.5}; ilsTaxiIn[] = {5009.9,2374.2,5240.3,2243.2,5243.3,2238.4,5242.7,2232.1,5235.9,2221.1,5229.7,2216.6,5221.5,2217.3}; ilsTaxiOff[] = {5070,2308,4640.8,2551.9,4638.3,2557,4639.3,2563.3,4646.5,2573.9,4651.3,2578.5,4658.5,2577.9,5009.9,2374.2}; drawTaxiway = 0; }; }; So as you can see theres a Primary and two Secondary airstrips defined... you could patch in another with something like... class CfgPatches { class breezeway1 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {Chernarus}; }; }; class DefaultWorld; class CAWorld: DefaultWorld; class Chernarus: CAWorld; class breezeway1 { ilsPosition[] = {5223,2220.5}; ilsDirection[] = {0.866,0.08,-0.5}; ilsTaxiIn[] = {5009.9,2374.2,5240.3,2243.2,5243.3,2238.4,5242.7,2232.1,5235.9,2221.1,5229.7,2216.6,5221.5,2217.3}; ilsTaxiOff[] = {5070,2308,4640.8,2551.9,4638.3,2557,4639.3,2563.3,4646.5,2573.9,4651.3,2578.5,4658.5,2577.9,5009.9,2374.2}; drawTaxiway = 0; }; }; Don't hold me to the exact code - seek advice from someone who actually knows how to do this properly... ;) , however - in theory - I think this approach should work.... (you'd make the above file up as a little "config.cpp" then just .pbo it up to produce a little "breezeway.pbo addon"...) B Edited July 13, 2010 by Bushlurker Share this post Link to post Share on other sites
breeze 0 Posted July 14, 2010 How long and wide do they need to be? I mean one piece in the editor is quite large I was hoping to be able to drop in a few dirt airways which were good for tatical reasons but not full blown airports by any stretch and yes as you said finding really flat areas sucks Share this post Link to post Share on other sites
bushlurker 45 Posted July 14, 2010 I wondered that as well... 700m - maybe less for dirt runways? B Share this post Link to post Share on other sites