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need help posted my cfg ,now my model doesnt show up in editor,and prblem with trying to get a pilot in the plane
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
nothing seems to help with this issue, also my pc seems toget rid of my p drive now its like restarting and the p drive is gone? wonder if its my anti malware getting rid of it? -
need help posted my cfg ,now my model doesnt show up in editor,and prblem with trying to get a pilot in the plane
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
for some reason my plane wont even show up in editor now , and haven't tried the above mentioned yet really confused what is going on ????? -
need help posted my cfg ,now my model doesnt show up in editor,and prblem with trying to get a pilot in the plane
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
that didn't help :( -
need help posted my cfg ,now my model doesnt show up in editor,and prblem with trying to get a pilot in the plane
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
also my memory points are not working -
#include "cfgHUD.hpp" #include "basicdefines_A3.hpp" class CfgPatches { class NIT_BlackBird { units[] = {NIT_BlackBird}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"}; }; class CfgVehicles { class Air; class Plane: Air { }; class Plane_Base_F: Plane { }; class NIT_BlackBird_F: Plane_Base_F { vehicleClass = "Air"; side = 1; author = "NITRO"; scope = 2; faction = "BLU_F"; displayName = "Blackbird"; icon = ""; nameSound = "Veh_aircraft"; picture = ""; model="NIT_BlackBird\NIT_BlackBird.p3d"; sound = "Plane"; waterLeakiness=100; UnitInfoType = "RscUnitInfoAir"; access = 1; draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; preferRoads=0; typicalCargo[] = {"B_Pilot_F"}; transportSoldier = 2; canFloat = 0; enableGPS =1; startEngine =0; insideSoundCoef = 0.0316228; showAllTargets = 0; irTarget = 1; nvTarget = 0; nvScanner = 1; enableManualFire = 0; getInOutProxy = 0; sensitivity = 2.5; sensitivityEar = 0.0075; getInActionDriver = "GetInHigh"; getOutActionDriver = "GetOutHigh"; simulation = "airplanex"; generalMacro = "Plane"; damageEffect = "AirDestructionEffects"; brakeDistance=400; gearRtracting = 1; geardowntime = 3; gearuptime = 4.5; getInRadius = 10; crew = "B_pilot_F"; memoryPointsGetInDriver = "pos_driver"; memoryPointsGetInDriverDir = "pos_driver_dir"; memoryPointsGetInDriverPrecise = "pos_driver"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerCanSee = 4+8+16; // default driverCanSee = 2+8+16; // default autocenter=1; landingAoa = "rad 10"; forceHideDriver=0; hasDriver=1; hasGunner = 1; hideWeaponsDriver=1; driverIsCommander = 0; hasCommander = 1; fov = 0.7 weaponSlot=0; windSockExist=0; numberPhysicalWheels = 8; WheelCircumference=1; WheelSteeringSensitivity = 1; maxGForce=3; ladders[] = {}; driverAction = "Plane_Fighter_01_pilot_F"; /// what is the standard pose for the pilot, defined as animation state #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering LockDetectionSystem = CM_Lock_Radar; /// this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle incomingMissileDetectionSystem = CM_Missile; /// for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case class Turrets {}; /// single seat planes don't have any kind of turret, we need to void it class TransportItems{}; fuelCapacity = 1000; coefInside = 1; coefInsideHeur = 0.25; accuracy = 0.5; radarType = 4; mapSize = 7.5; animated = true; armor = 200; destrType = "DestructPlane"; damageResistance = 0.004; landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 950; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 2300; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; thrustCoef[]= {3.5, 2.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; }; class AnimationSources { class Canopy { source = "user"; initPhase = "0"; animPeriod = "5"; }; class UserActions { class openCanopy { displayName = "open canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",1];"; }; class closeCanopy { displayName = "close canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",0];"; }; }; }; }; };
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problem with model cant get in set a empty plane and it doesnt show it to be playable
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
also cant seem to get pilot in plane its always sitting on top of plane, tried adjusting proxy but no luck! -
problem with model cant get in set a empty plane and it doesnt show it to be playable
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
#include "cfgHUD.hpp" #include "basicdefines_A3.hpp" class CfgPatches { class NIT_BlackBird { units[] = {NIT_BlackBird}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"}; }; }; class CfgVehicles { class Air; class Plane: Air { class HitPoints; }; class Plane_Base_F: Plane { }; class NIT_BlackBird_F: Plane_Base_F { vehicleClass = "Air"; side = 1; scope = 2; faction = "BLU_F"; displayName = "Blackbird"; icon = ""; nameSound = "Veh_aircraft"; picture = ""; model="NIT_BlackBird\NIT_BlackBird.p3d"; sound = "Plane"; waterLeakiness=100; access = 1; draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; preferRoads=0; typicalCargo[] = {"I_pilot_f"}; transportSoldier = 1; canFloat = 0; enableGPS =1; startEngine =1; insideSoundCoef = 0.0316228; showAllTargets = 0; irTarget = 1; nvTarget = 0; nvScanner = 1; enableManualFire = 0; sensitivity = 2.5; sensitivityEar = 0.0075; getInAction = "GetInHigh"; getOutAction = "GetOutHigh"; simulation = "airplanex"; generalMacro = "Plane"; damageEffect = "AirDestructionEffects"; brakeDistance=400; gearRtracting = 1; geardowntime = 3; gearuptime = 4.5; crew = "I_pilot_F"; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerCanSee = 4+8+16; // default driverCanSee = 2+8+16; // default autocenter=1; landingAoa = "rad 10"; forceHideDriver=1; hasDriver=1; hasGunner = 0; hideWeaponsDriver=1; driverIsCommander = 1; hasCommander = 0; fov = 0.7 weaponSlot=0; windSockExist=0; WheelCircumference=1; maxGForce=3; ladders[] = {}; driverAction = "Plane_Fighter_03_pilot_F"; /// what is the standard pose for the pilot, defined as animation state #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering LockDetectionSystem = CM_Lock_Radar; /// this uses macros from basicDefines_A3, just add more to gain more systems for the vehicle incomingMissileDetectionSystem = CM_Missile; /// for example CM_Lock_Laser + CM_Lock_Radar, parser is able to evaluate that, or simply 12 in that case class Turrets {}; /// single seat planes don't have any kind of turret, we need to void it class TransportItems{}; fuelCapacity = 1000; coefInside = 1; coefInsideHeur = 0.25; accuracy = 0.5; radarType = 4; mapSize = 7.5; animated = true; armor = 200; destrType = "DestructPlane"; damageResistance = 0.004; landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 950; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 2300; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1","wheel_2_2","wheel_3_1","wheel_3_2","wheel_4_1","wheel_4_2"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; thrustCoef[]= {3.5, 2.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; }; class AnimationSources { class AddCanopy { source = "user"; initPhase = "0"; animPeriod = "5"; }; class UserActions { class openCanopy { displayName = "open canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",1];"; }; class closeCanopy { displayName = "close canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",0];"; }; }; }; }; -
My Plane everytime i get get in action my pilot dies,when it tries to get in
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok so I figured out what was wrong , turns out it was in geo lod needed to be convex! -
My Plane everytime i get get in action my pilot dies,when it tries to get in
nitro65 replied to nitro65's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
yes and pilot was put in plane , but when you get out you die! its like it doesn't see memory points. -
#include "cfgHUD.hpp" #include "basicdefines_A3.hpp" class CfgPatches { class F4u_Corsair { units[] = {"F4u_Corsair"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F","A3_Characters_F_Gamma"}; }; }; class CfgVehicles { class Air; class Plane:Air { }; class Plane_Base_F:Plane { }; class F4u_Corsair_01_base_F: Plane_Base_F { scope = 2; side = 1; faction= "BLU_F"; model = "F4u_Corsair\F4u_Corsair.p3d"; author = "NITRO"; displayName = "F4u Corsair" vehicleClass = "Air"; accuracy = "0.2"; driverCanEject = 0; mapSize = 20; #include "sounds.hpp" /// sounds are included in separate file to prevent cluttering driverAction = fz_f18_pilot; /// what is the standard pose for the pilot, defined as animation state landingSpeed = 120; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 300; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 450; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef typicalCargo[] = {"JS_JC_Pilot"}; crew = "JS_JC_Pilot"; irTarget = 0; transportAmmo = 0; transportRepair = 0; transportFuel = 0; transportSoldier = 1; simulation = "airplanex"; generalMacro = "Plane"; damageEffect = "AirDestructionEffects"; precision = 200; fuelCapacity = 1000; getInAction = "GetInLow"; getOutAction = "GetOutLow"; driverIsCommander = 1; hasCommander = 0; fov = 0.7 startEngine = 1; hasDriver = 1; animated = 0; canFloat = 0; gearRtracting = 1; geardowntime = 3; gearuptime = 4.5; namesound = "Plane"; enableGPS = 1; radarType = 4; laserScanner = 1; artilleryScanner = 0; memoryPointsGetInDriver = "pos driver"; memoryPointsGetInDriverDir = "pos driver dir"; irTarget = 1; nvTarget = 0; nvScanner = 1; irScanRangeMin = 500; irScanRangeMax = 11500; irScanToEyeFactor = 5; irScanGround = 1; class TransportItems{}; attenuationEffectType = "HeliAttenuation"; driveOnComponent[] = {"wheel_1_1","wheel_1_2","wheel_2_1"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; /// forces keeping plane aligned with its speed direction - the bigger force the better it changes the direction of flight draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used // effectiveness according to current speed and maxSpeed ratio // last value goes for 150% of max speed thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; landingAoa = "rad 10"; /// what AoA is going the IA use to land the plane laserScanner = 1; /// if the vehicle is able to see targets marked by laser marker gunAimDown = 0.029000; /// adjusts the aiming of gun relative to the axis of model headAimDown = 0.0000; /// adjusts the view of pilot to have crosshair centred flapsFrictionCoef = 0.32; /// sets the effectivity of using flaps to increase drag/lift minFireTime = 30; /// how long does the pilot fire at one target before switching to another one threat[] = {1, 1, 1}; /// multiplier of cost of the vehicle in eyes of soft, armoured and air enemies armor = 60; /// just some protection against missiles, collisions and explosions damageResistance = 0.004; /// for AI if it is worth to be shoot at destrType = DestructWreck; /// how does the vehicle behave while destroyed, this one changes to the Wreck lod of the model class CfgMovesBasic { class DefaultDie; class ManActions { fz_f18_pilot = "fz_f18_pilot"; fz_f18_commander = "fz_f18_commander"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class fz_f18_pilot_dead: DefaultDie { actions = "DeadActions"; speed = 0.5; looped = "false"; terminal = 1; file = "\js_jc_fa18\anim\fz_f18_pilot_kia.rtm"; connectTo[] = {"DeadState",0.1}; }; class fz_f18_pilot: Crew { file = "\js_jc_fa18\anim\fz_f18_pilot.rtm"; interpolateTo[] = {"fz_f18_pilot_dead",1}; }; class fz_f18_commander: Crew { file = "\js_jc_fa18\anim\fz_f18_commander.rtm"; interpolateTo[] = {"fz_f18_pilot_dead",1}; }; }; }; class AnimationSources { class Canopy { source = "user"; initPhase = "0"; animPeriod = "5"; }; class Rotor_Rotation { source = "user"; initPhase = "0"; animPeriod = "35"; }; class Flap { source = "user"; initPhase = "1"; animPeriod = "6"; }; }; class UserActions { class openCanopy { displayName = "open canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",1];"; }; class closeCanopy { displayName = "close canopy"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Canopy"",0];"; }; class ExtendFlap { displayName = "Extend Flap"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Flap"",1];"; }; class RetractFlap { displayName = "Retract Flap"; position = "actionPoint"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Flap"",0];"; }; class Rotor { displayName = "Prime Engine"; position = "actionPoint1"; radius = "10"; onlyForPlayer = "0"; showWindow = "0"; condition ="true"; statement = "this animate [""Rotor"",1];"; }; }; }; };
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Animation - explanation of the magic behind
nitro65 replied to smookie's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Is it possible to make custom animations for your own plane possible, like a start up procedure prime engine where as you could have the propeller rotate a couple times ,and add sound to simulate this, and add an add action say user action animation?- 121 replies
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ok I figured that out now I had to change parameters in model cfg , as such cause the speed was backwards and so on I changed them to + instead of - now the suspension and stuff is correct when loaded into game. ALso I put a blower on my interceptor and have the thing working in bulldozer as class rotor, how could I get to animate in game and give it a boost like a turbo would ? help please also how do I give it its own unique engine sound ?
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having some issues with a3 modeling when I put model in game it sits off the ground , and the suspension looks like it is collapsed , also where I put the memory points to get in theyre on the other side to get in! any ideas its a car
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Texturing using ArmA 3 Object Builder?
nitro65 replied to artemisdimikaelo's topic in ARMA 3 - QUESTIONS & ANSWERS
yeah I like to use this for references seems to help a lot! http://www.armaholic.com/plug.php?e=faq&cid=9 oh crap its the same one as you have listed heh