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DrummerNL

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Everything posted by DrummerNL

  1. Hey there, Wasn't able to work on this for almost two weeks, had a serious case of the man flu and then a bunch of nightshifts. Started working on this again this evening. Should be ready soon. Sorry for the delay!
  2. I'd consider this for a bunch of pads I have been working on but from what I understand this method would break the integrity check which is what is holding me back. If that were not the case I'd make some realistic FARP models...
  3. Hey guys, does anyone know if it's possible to add chimney smoke to a self made building model?
  4. But that is done using a structable edit or without?
  5. Hi Grimes, The thing is, it seems the rearm and refuel functions are hard coded to at this moment only the 2 FARP versions, and the oil- and gas platforms. I have added my custom made helipads to the helipads category, I noticed the gas and oil platforms had a connector called Pad_01 so I added that to my models as well. In the mission editor my models show up, correct preview and all, but when I hit the fly button, dcs switches my models with the big FARP instead. :(
  6. Hey guys, Is it possible to detect wether a player has landed on a specific static object? Of course I'm talking helicopters here. For example, if I (or someone else in multiplayer) lands on top of one of my custom made landingpads that sadly are only static objects and no functional FARPs, I'd like a radio message to play or activate a late activation group. Thanks in advance!
  7. Ah... that's a real shame. Thanks for the answer though!
  8. Is it possible to make a slingloadable objects without having to resort to editing structables? Can't find any recent slingload addons that work using the saved games folder...
  9. SUNTSAG, Do you know if this means that we can now make custom FARPS or is this still hard coded? I have made some helipads and I really like to be able to refuel / rearm on them... not sure where to look for the code of the new oil and gas platforms though... any idea?
  10. Not much help I guess but I can confirm that Autohover still works for me on the open beta with the latest hotfix applied. One thing to note is that there is a difference between singleplayer and multiplayer, where the variables in singleplayer to get into autohover are more forgiving than the more strict variables in multiplayer from what I remember. I don't know in what kind of environment you are testing? Also make sure there are no errors in your gyro's if you do a manual start-up. You say you have trouble with all autopilot modes, hence why I would check your gyro's.
  11. Hi Uboats, First of all thanks for creating such a helpful utility. Sadly I've run in to the same problems as Huligan shows in the video he posted above. Is there any news on this issue? Looking forward to a new version, keep up the good work!
  12. Hey mate, release should be in a few days. Created a bunch of helipads and helicopter related models.
  13. This looks awesome! I'm afraid to ask because I think I know the answer... but... can this be played online? I wish there were some good gazelle missions like this to play with some friends.
  14. Thanks to the help of SkateZilla and SVKSniper I got some more understanding of the lua files. Here's the result :) Thanks guys!
  15. I'm either doing it wrong or it simply does not work. :( This is what I did and I see no difference. Am I doing it wrong? --SlopePad mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1500 GT.visual.shape = "HG_SlopePad.EDM" GT.visual.shape_dstr = "HG_SlopePad.EDM" --(no destructed model yet) --Burning after hit GT.visual.fire_size = 1 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 30; --burning time (seconds) GT.time_agony = 180; --Name Stuff GT.Name = "HG_SlopePad" GT.DisplayName = _("HG_Slope Helipad") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort,"Fortifications",}; GT.category = "Fortification"; GT.positioning = "ONLYHEIGTH"; add_surface_unit(GT)
  16. SkateZilla, you rock. Spent days trying all sorts of wsTypes and what not. Can't test it right now but if this works I can't thank you enough! It's been keeping me up.
  17. I've spent days trying to get some helipad models to keep horizontally alligned when placed on a hillside. I have hit a wall here... I can't figure it out. I noticed on the reference wiki there used to be an option in the exporter called "export space" that supposedly could be the solution here. I noticed however that this option does no longer exist in the exporter versions I tried. Has this option become absolete? Are there any wsTypes that can be used to achieve this or can this option be brought back in a new exporter release? Image as on the wiki:
  18. Thanks for confirming the issue Pat01, I'm glad you guys are looking into it. Multicrew with the Gazelle is one of the best experiences in DCS! Looking forward to be able to play it again!
  19. Thanks for checking Holychocmilk, I just tried it again and now it works.
  20. I'm starting to think it has to do with wsTypes, thinking this stands for worldspace... anyone who knows? Here is the slope pad I'm working on, what I'm trying to achieve is that it will always be horizontally flat.
  21. I've been using file > export, but I will try using the pop-up exporter. Assuming that is the EDModelTool exporter in 3ds max. What are the options, which ones to set and where do I find those options? Thanks again for sharing your knowledge! This is the options screen of the EDM export toolbar: I'm guessing I need the export space option which seems to be missing in my exporter. I use release 17679 because that was what seems to be recommended... Is there a newer version I should try or is this something that was taken out in newer versions?
  22. Ok, I think I figured out how it's done using the old and non prefered method of editing the StrucTable file. Buildings have a line of code there to set it's allowed positioning: positioning = "ONLYHEIGTH"; Is there any way to implement this into the new way of modding? e.g. Implement it in the lua file below? --SlopePad mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1500 GT.visual.shape = "HG_SlopePad.EDM" GT.visual.shape_dstr = "HG_SlopePad.EDM" --(no destructed model yet) --Burning after hit GT.visual.fire_size = 1 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 30; --burning time (seconds) GT.time_agony = 180; --Name Stuff GT.Name = "HG_SlopePad" GT.DisplayName = _("HG_Slope Helipad") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort,"Fortifications",}; GT.category = "Fortification"; add_surface_unit(GT)
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