Jump to content

csj

Member
  • Content Count

    704
  • Joined

  • Last visited

  • Medals

Everything posted by csj

  1. csj

    BIS Cobra AH1 ?

    OK, I give in. Can't find it, now can someone enlighten me PLZ
  2. These are not Scar's planes either but they are pretty dam close CSJ Mighty Midgets. Oops actually the're Scud Mighty Midgets
  3. Static models of all CSJ Airlines Pack Static plane has 4 usable doorways, 2 forward and 2 aft with pathways connecting them. Cabin and Flight deck you can interact with. Static and mobile passenger stair vehicles. I included a simple mission to show some available actions and sqs. CSJ Static 737's Static Airlines from OFPBase This addon requires CSJairlines Pack. CSJ Airlines from OFPBase
  4. csj

    CSJ Static Airlines PAck

    @JGreyNemo That would be great. I was hoping somebody would make a standalone stewardess and Pilot (Cabin Crew Pack), not just for this model coz there are prolly a few different Airline models coming soon from varoius makers.
  5. csj

    CSJ Static Airlines PAck

    This is path setup for static model pos 1,2,5,6 are at each doorway pos 4 in flightdeck etc,. In game you can send AI to selected position # manually but I am unsure how to via script using buildingPos.
  6. csj

    CSJ Static Airlines PAck

    Ready to go Thanks to HotShot who has all ready updated OfpBase files Updated Static 737s HotShot's pics
  7. csj

    CSJ Static Airlines PAck

    lol - F#^*&% up somewhere. Forgot to say that you can only use them with 180 azi atm  It's only first release so the usual weed out a few small problems. Anyway try as is. Most OFP runways are N-S still should work in mission for now until fixed. ---- Problem just seem to be with cargo section not flight deck Don't know why as yet but I will find out. ------- Problem fixed - 'Update is in the mail'
  8. Incorrect paths are the usual cause of this- if you are using BIS textures then texture path should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">data\BIS texture name if you ae using your own textures and these textures are in your addon's folder then the texture path would be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">your addon folder\your texture name or if your textures are in a sub folder with your addon folder <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">your addon folder\subfolder\your texture name if you are using textures from another source then this source must be in ofp addon folder aswell.
  9. csj

    Airline Pack by CSJ

    No worries, have seen the thread, I have not enough time to start on any more GV's atm.
  10. csj

    Airline Pack by CSJ

    Pic of "Boarding Vehicle" / Passenger stairs I knocked up for static model and maybe other if I can get an AI positioning script working. That is so they drive vehicle to correct loading/unloading position without denting the aircraft. @ HotShot This vehicle pushes 737 clean off tarmac, so I think it just depends on Geo lod as to how 2 vehicles interact.
  11. csj

    Airline Pack by CSJ

    @HotShot Who ever designed the 2nd Nogova Airbase must have a disliking for Aircraft  Which "Pull Truck" do you use?  I haven't tried/got any so I would like to know what's out there. The planes weigh about 45 ton but that should not be problem in game. This was not planned but I've been thinking of some probabilties that could be worked in. UNO like sparks and noise etc things that go with a nice belly rub.
  12. csj

    Airline Pack by CSJ

    @Russian aviator that's just a bit of a joke I put in, it's only should be audible back in the middle eco class.
  13. csj

    Airline Pack by CSJ

    The Jetstar plane model would be easy, just get a cattle truck and add wings. Personally, I only ride Virgin's Â
  14. csj

    Airline Pack by CSJ

    @JGreyNemo No it doesn't. I am in the process of making static version 737's. Making this model with an internal cargo section you could enter would push the face limit.
  15. csj

    Airline Pack by CSJ

    Updated 737-600's Download from OFPBase A few fixed/changes include Nogova International Signage Airstairs when AI start in plane closing Reduced cabin noise Also added a trial graphic of CSJ ILS Anywhere No extra addons needed To use ILS for 737 you need to place       CSJ 737 ILSstart at the landing end of runway    and CSJ 737 ILSend at the other end/ takeoff end. You can find these in 'Empty\Air  or Civilian\Air' No names or tags needed. Action Menu: ILS on          - Horizontal and Vertical Graphic guidence to  Runway LZ.      - Range 15kms      - Switches off on ground           Locate OM     - Graphic guidence to beacon about 10km out from and inline with approach to Runway LZ.      - Range Open      - ILS does not switch on automaticaly. Short Approach - Sets you up for approach about 5kms out from Runway LZ.      - Range Open      - ILS does switch on automaticaly. The ILS display will be overlayed on the ehsi display. I know HUD is an available option for the 600. This ILS display can be placed anywhere in the cockpit and of any design layout depending on the aircraft or person/modeller who builds it in to the model. So yes you may implement this ILS section into other models. Very easy, just position in Pilot View lod and replace the textures with whatever turns you on. Then add scripts and required section from cpp to yours. If both CSJ 737 ILSstart and CSJ 737 ILSend are not present in Editor then Ils will not show in Action Menu. So if you do not wish to use it then don't add it to editor mission.
  16. Early stages yet so in script base atm ILS / OM / Circuit - for ppl that like buzzing around in planes doing stop/goes of carriers etc. Simple install addon which will give the player his/her own ILS Instrument Landing System for any runway anywhere no matter the angle of approach. This covers Bis runways to aircraft carriers right down to dusty bush strips marked out with oil drums. Download from OfpBase Note: this is not 'Auto Pilot', will not fly plane for you. Player only in any plane, chopper, hang glider etc Perfect for midnight rendezvous (no lights needed) ILS Data: Localizer (alines you with runway)        Glideslope (keeps you on correct angle of descent  normally at 3 degrees this one is set around 3.5, can be adjusted to suit yourself)       Approach angle  (angle of the runway)        Range (distance plane to runway -duh)        trueAlt  (altitude above sea level )- thanks to hardrock for help        On/Off ( to or away) Updated per second OM - outer marker  (gaming) This is a point 10km from runway approach end. you can locate this maker and then establish ILS better for landing jets and larger aircraft. In game when you reach the OM it will establish ILS for you. Updated every 10 second Circuit - Runway circuit Every runway has a circuit, from departure, crosswind, downwind (parallel to runway), base leg then final. The circuit is used for training, touch and goes, stop goes etc Can also be used for short approach landings. (simular line to Bis auto pilot path) In game when you reach the 'Final Leg' it will establish ILS for you. Updated every 10 second Installation: put CSJils.pbo in OFP addon folder Mission Editor Setup: You will need 2 CSJils objects (found under 'Empty \ Air \ CSJils) placed at each end of runway. When placing the ils ZOOM IN as close as you can with 'show textures' on. The better you can position the ils the more precise the reading will be. Now the hard bit, the ils at the landing or approach end of the runway call it L in the obj 'name' section. the ils at the take-off end of the runway call it T in the obj 'name' section. For example Everon runway If the 'L' is at the bottom and the 'T' at the top the you would make your approach from the south as normal. Switch them around so 'L' is at the top and then the approach is from the North. Make It Work: Simple trigger setup as shown in pic. Activation: radio (you pick) Repeatedly Text: (upto you) not needed On Activation: [player,L,T] exec "CSJILS\CSJils.sqs" that's it for ils If you want t use OM and or Circuit then add a trigger for each or either setup the same except for different sqs OM - On Activation: [player,L,T] exec "CSJILS\CSJOM.sqs" Circuit - On Activation: [player,L,T] exec "CSJILS\CSJcircuit.sqs" If that's all a bit too hard then just cut'n'paste from example missions included in ILS download. Test missions CSJilsCircuit.eden  :-  Needs CSJairlines.pbo ftp://www.gamepark.cz:8021/ofpd/unofaddons2/CSJairlines.rar Shows simple setup up of ILS including trigger/s for landings on any airfield anywhere. Cut'n'Paste into your own missions. CSLilsCarrierLanding.Intro :-  Needs TAKR_Kuz.pbo  from  'KuznetsovBeta1' addon ftp://www.gamepark.cz:8021/ofpd/unofaddons2/KuznetsovBeta1.rar Shows simple setup up of ILS including trigger/s for landing on an aircraft carrier at any azimut. Prolly best to try in your personally preferred plane not Bis Su27 what ever it is (flies like a pig) ------------------------ This may take a little getting use to for some ppl Practice day before trying night Note: DO NOT CHASE THE READINGS     Use the rudder controls [x] and [c] when fine tuning localizer     Use power up or down for keeping on GlideSlope, this depends on which model aircraft you fly and how it responds.
  17. The OM in this addon uses a basic VOR Gives you a CDI and the OBS(auto) is just the aircraft heading plus a to/from or on/off. From this I have made a beacon.sqs @CBFASI I have made up a simple mission to show you (check Email) First the beacon will track a vehicle as it speeds around Malden. Once you destroy this vehicle the beacon will guide you back to base. Use beacons via Radio Commands. So this setup can be used on a moving hpad or target. ie: Huey to land on my (Nam)ATCH moving around the Delta basically what ever is nominated as the beacon you will find moving or not.
  18. You mean somethong like a (EPIRB) Emergency Position Indicating Radio Beacon what we take out in the boats. Same setup and easy to make if it has not already been done. This happens on landing, the ILS will switch itself off when your Alt drops below 5 or when you are more the 15000 away from transmitter.
  19. The radius setting is useless. Regardless of this setting the UserAction will only operate when one obj is in sight of the other. I need it to work at any radius (whole map would be nice) Can it be done? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class UserActions { class ThingOn { displayName="Thing On"; position="pos X"; radius= 8000; condition="(player != vehicle player)&&((getpos player select 2) >=40)"; statement="[(vehicle player)] exec ""Thingy.sqs"" "; }; };
  20. No it has to be called repeatly or Action will only flash up for a second in Action Menu until both obj's are in sight of each other. It's not very taxing but could be done better.
  21. @Shashman Not MP testsed. If it does not work on MP then I am sure somebody could make the needed changes for it to work. @CBFASI The reason I developed this was mainly coz I run a very low view distance in OFP so carrier deck or even land base strips were also hit or miss. It is good that other ppl find it a useful tool.
  22. The knowsabout and reveal worked, not real slick but it worked. There would be a better way though, ne that may be a little less taxing on PC to.
  23. This is the Final Update for 'ILS ANYWHERE' (until I work out graphic projection) -No triggers needed anymore Simply place objects CSJILSstart and CSJILSend at corresponding ends of desired runway or landing zone. -Inceased Localizer data for smoother honning on approach path. -Add-on gives you -OuterMarker beacon - ILS to any runway any angle and Short Approach guidence with audio distance read outs at 10000, 7500, 5000 and 2500. -Audio tone at OuterMarker and MiddleMarker Beeps Get Update from OFPBase
  24. definitely works on line of sight - can get it working from about 300 to 400 meters as soon as obj comes into view. So by using knowsabout and/or reveal I should be able to workaround it as you say. thanx for help
×