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dezkit

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Posts posted by dezkit


  1. Guide: How to make your plane have capability to support refuelling with USAF KC-130 and KC-135

    1. If you have a refuelling probe on your plane, like a GR4 Tornado has, then name a memory point "refuel_hose", if you have a refuelling hatch on your plane, like a F-15C Eagle has, name the memory point, "refuel_probe".

    2. Move that memory point to the exact spot where you want your refuelling probe/hatch to connect to the KC-130/135.

    3. Add a dummy animation called "refuel_hose" or "refuel_probe"

    4. In UserActions in cfgVehicles in config.cpp of your plane, when you extend or retract your refuelling hatch or probe, add it so the "refuel_probe" or "refuel_hose" dummy animation animates.

    If your plane does not have any refuelling probes or hatches, you should just add a "refuel_probe" somewhere on tip of your plane so that it uses the male refuelling probe on the KC135 in order to refuel.

    Here is an example from my F-15C

    dummy animation

    class fuel_probe
    		{
    			type="rotationX";
    			source="";
    			selection="fuel_probe";
    			animPeriod=0;
    			axis="osa_fuel_probe";
    			memory=1;
    			minValue=0;
    			maxValue=1;
    			minPhase=0;
    			maxPhase=1;
    			angle0="rad 0";
    			angle1="rad +180";
    			angle=0;
    		};
    

    useractions

    	
    		class extendrefueling 
    		{
    			displayName = "Open Refuelling Hatch";
    			position = "pilotcontrol";
    			onlyforplayer = 1;
    			showWindow = 0;
    			hideOnUse = 1;
    			radius = 5;
    			condition = "player in this and this animationPhase ""fuel_probe"" < 0.5 and speed this > 100";
    			statement = "this animate [""fuel_probe"",1]; this animate [""refuel"", 1];";
    		};
    
    		class retractrefueling 
    		{
    			displayName = "Close Refuelling Hatch";
    			position = "pilotcontrol";
    			onlyforplayer = 1;
    			showWindow = 0;
    			hideOnUse = 1;
    			radius = 5;
    			condition = "player in this and this animationPhase ""fuel_probe"" > 0.5";
    			statement = "this animate [""fuel_probe"",0]; this animate [""refuel"", 0];";
    		};

    animation sources

    class fuel_probe 
    		{
    			source = "user";
    			animPeriod = 2;
    			initPhase = 0;
    		};
    

    if everything is ok, you should get this beauty

    also feel free to check out the f15c sources for reference

    (dont check out right now though, its not updated, as of todays post)


  2. The nuke is set to automagically detonate at an altitude of 50 meters above terrain. The damage radius is will tinkered to have some balance and real life counterpart.

    As for the standing rack I'm not sure if i want to do something that has little value :p

    Maybe later though


  3. Dezkit I would be willing to work on finding you high quality 20mm gun sounds and sacrifice whatever living creature you require to get that in your list of to dos.

    ---------- Post added at 20:05 ---------- Previous post was at 18:23 ----------

    Dezkit some other things I wanted to run by you.

    1. Could you put the tornado also in the NATO faction for us?

    2. Could we get some of these jets without insignia

    3. Also a Mig on the nato side would be nice if you don't mind (German Lufwaffe)

    4. Also on the Tornado, what are your plans for the WSO/copilot slot? I would think that someone who can use a lantern to paint targets and a bomb control.

    1. ill think about it

    2. yeah

    3. uhhhhhh nah

    4. yea it will be full featured

    and the sound ill try to find it

    Are there going to be crash Models?

    Lamar

    idk im not a good modeller, but if somebody can model crash models from the given sources, thatll be pretty badass


  4. @Garra: Thanks for that list, I will get to it, and try to do all of them.

    @Matt: Lovely video. I feel ashamed that I released the GR-4 so early and unfinished, surely by next update it will warrant a new showcase :D!!!! <3 I also private messaged you some questions about the GR-4.

    @Discussion about afterburner: I am not at my house at this moment but I am certain that the afterburner is set not to E, but to seagulfastfoward in arma3, which is the same as Fast-Foward in aircraft options. I am not sure about this and I will check up on it. Also your posts weren't rude at all. Don't worry friend

    @sentry: I will try to figure out why the plane isn't coming for CAS. As for the faction change, I am going to leave it at the vanilla AAF, same as the other planes are in their vanilla equivalent factions. Actually, I am going to put them in their real life factions.

    @Lib: Give radar lock to Mauser and make it like mig29k. Will do.


  5. Ok I will add 0,33%,66%,100% and make it more accurate like in diagram.

    The only thing that the wings do right now is move the center of weight. I do not think it is possible to make planes have more friction/lift using scripts. But I will further research

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