secret8440 Posted December 15, 2013 Share Posted December 15, 2013 Hi guys. I am working on a Hospital with an helipad on it for some medevac missions. I think this was asked before, but i wonder if there is any way to make this model show as an "Heliport" in mission editor so we can spawn on it. I can place it as a ground vehicle (by the MODS folder) but it is not the best way to place an heliport :P I just started modeling it today, so there is a lot of work to do. I can use some advice on the design itself. Thanks guys! Link to comment Share on other sites More sharing options...
Roadrunner Posted December 15, 2013 Share Posted December 15, 2013 hi mate, the following are only rough ideas, i dont know if they will work. find the db_units_misc.lua in it you will find the db.Units.Heliports={...} entry. under Defaults category you will see a CLSID. the same CLSID can be found in the db_categories.lua, being the ID for heliport as it seems. if you change " DisplayName = _("FARP")," to " DisplayName = _("FARP test")," for example, you will find that entry in the mission editor, so most likely at this place you can include a second heliport. from here i would try to find a file where objects are listed with their CLSID's and add your model there, so you can include it in the Heliport list. as stated above, i dont know if it will work, buts thats where i would start looking. regards & good luck, RR [sIGPIC][/sIGPIC] "There's nothing to be gained by second guessing yourself. You can't remake the past, so look ahead... or risk being left behind." Noli Timere Messorem "No matter how fast light travels, it finds the darkness has always been there first, and is waiting for it." Terry Pratchett Link to comment Share on other sites More sharing options...
secret8440 Posted December 15, 2013 Author Share Posted December 15, 2013 Thank you Roadrunner i will give it a try. :thumbup: Link to comment Share on other sites More sharing options...
joey45 Posted December 15, 2013 Share Posted December 15, 2013 Say how it goes cos i have a few that I would like to import. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
secret8440 Posted December 16, 2013 Author Share Posted December 16, 2013 Well, no luck so far. Looks like it is just limited to one Heliport. I tryed a lot of differents combinations of sintaxis, but DCS World not even start, or not show any heliports in mission editor. So this is one of the code that start the sim without problems but only show the default FARP. db.Units.Heliports = { Tasks = { [1] = { WorldID = "15", Name = _("Nothing"), }, -- end of [1] [2] = { WorldID = "15", Name = _("Nothing"), }, -- end of [2] }, -- end of Tasks Heliport = { [1] = { CLSID = "{24FC9197-F225-4f2a-8A31-BD51DC7BDAB6}", Name = "FARP", DisplayName = _("FARP"), }, -- end of [1] [2] = { CLSID = "{49CCB1EE-8285-4191-B474-71180D24192A}", Name = "Hospital", DisplayName = _("HospitalH"), }, -- end of [2] }, -- end of Heliport DefaultCategories = { [1] = { CLSID = "{E6490BAB-7129-4d23-9023-1CFE810886EF}", Name = "Heliport", }, -- end of [1] [2] = { CLSID = "{E6490BAB-7129-4d23-9023-1CFE810886EF}", Name = "Heliport", }, -- end of [2] }, -- end of DefaultCategories }; -- end of Heliports I even tryed trough the mod folder (the right way to do it) editing the lua file but no luck. I take a look into the wsTypes.lua to see what WStype i need for the heliport but the sim ignore it. I will keep trying. Link to comment Share on other sites More sharing options...
Cibit Posted December 17, 2013 Share Posted December 17, 2013 Upuaut made a bunch of heliports. to access them you go to static objects. Send him a PM it may help you out. http://forums.eagle.ru/showpost.php?p=1923949&postcount=88 i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB Link to comment Share on other sites More sharing options...
Roadrunner Posted December 17, 2013 Share Posted December 17, 2013 good find, although i think it will not help. i sent him a PM and will post any news here. regards, RR [sIGPIC][/sIGPIC] "There's nothing to be gained by second guessing yourself. You can't remake the past, so look ahead... or risk being left behind." Noli Timere Messorem "No matter how fast light travels, it finds the darkness has always been there first, and is waiting for it." Terry Pratchett Link to comment Share on other sites More sharing options...
secret8440 Posted December 17, 2013 Author Share Posted December 17, 2013 Thank you guys. I think Upuaut just remplace some .lua in the original installation. I trying to do it from the mod folder but i think there is no way ATM. I will keep working and i let u know if there is any news. Thanks again! Link to comment Share on other sites More sharing options...
Roadrunner Posted January 8, 2014 Share Posted January 8, 2014 ok, took some time, but i got an answer. upuaut doesnt know, if it is possible to spawn helos on objects, saying that his offshore platform is working like the one already in the game. regards, RR [sIGPIC][/sIGPIC] "There's nothing to be gained by second guessing yourself. You can't remake the past, so look ahead... or risk being left behind." Noli Timere Messorem "No matter how fast light travels, it finds the darkness has always been there first, and is waiting for it." Terry Pratchett Link to comment Share on other sites More sharing options...
joey45 Posted January 8, 2014 Share Posted January 8, 2014 I would like to know how to add spawn points awel. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
scrtagnt69 Posted January 8, 2014 Share Posted January 8, 2014 Hi guys. I am working on a Hospital with an helipad on it for some medevac missions. I think this was asked before, but i wonder if there is any way to make this model show as an "Heliport" in mission editor so we can spawn on it. I can place it as a ground vehicle (by the MODS folder) but it is not the best way to place an heliport :P I just started modeling it today, so there is a lot of work to do. I can use some advice on the design itself. Thanks guys! Amazing looks great !!:thumbup: Link to comment Share on other sites More sharing options...
71st_Mastiff Posted January 10, 2014 Share Posted January 10, 2014 I still need a helipad for my medevac and rescue accident for my imagination.:thumbup::music_whistling::joystick: " any failure you meet, is never a defeat; merely a set up for a greater come back, " W Forbes "Success is not final, failure is not fatal, it is the courage to continue that counts," Winston Churchill " He who never changes his mind, never changes anything," MSI z690MPG DDR4 || i914900k|| ddr4-64gb PC3200 || MSI RTX 4070Ti|Game1300w|Win10x64| |turtle beach elite pro 5.1|| ViRpiL,T50cm2|| MFG Crosswinds|| VT50CM-plus rotor Throttle || G10 RGB EVGA Keyboard/MouseLogitech || PiMax Crystal VR || 32 Samsung|| Link to comment Share on other sites More sharing options...
Netsk Posted January 10, 2014 Share Posted January 10, 2014 Being able to use the Oil rig helipads would be great too. Atm you can't even place a static helicopter on them. Someone might remember me as 'FlyingRussian' from the Ubisoft Lock-On forum back in '03 Link to comment Share on other sites More sharing options...
Roadrunner Posted January 27, 2014 Share Posted January 27, 2014 i had an idea today, maybe someone wants to try it. first to say, we only have FARPs, Airfields and SHIPS where we can spawn helicopters. now the idea: it might be possible, to get the helicopter landing/parking stuff out of the lua file from i.e., the perry class ship. question now: is it possible to attach those lines to another unit? i.e. an infantry or vehicle? if so, you could place the original unit next to the place where you want the helicopter for startup, and just edit the spawn coordinats within the unit. the infantry could be placed as invisible, so you would only see the cold helo. just an idea. regards, RR [sIGPIC][/sIGPIC] "There's nothing to be gained by second guessing yourself. You can't remake the past, so look ahead... or risk being left behind." Noli Timere Messorem "No matter how fast light travels, it finds the darkness has always been there first, and is waiting for it." Terry Pratchett Link to comment Share on other sites More sharing options...
upuaut Posted January 28, 2014 Share Posted January 28, 2014 Hi Roadrunner, I don't think that the landing/parking stuff is defined in a .lua file. I think it is either in a special file, like the .rn files for the Airfields, or it is inside the 3D Model. Without a hint/help from ED it is not possible to find a solution. Or we wait for EDGE and a Map-Editor. DCS Mods and Skins: HiDrive Use the NAS only if the other Link is not working - it's slow! My DCS MODs and Skins: NAS Link to comment Share on other sites More sharing options...
joey45 Posted January 28, 2014 Share Posted January 28, 2014 (edited) For ships it is in the .LUA file, I have no idea about FARPs... The Question is, Will ED give us hints or tell us.....? There is a second single landing FARP thingy in the shapes folder but it is not textured or ingame. Edited January 28, 2014 by joey45 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
pepin1234 Posted January 28, 2014 Share Posted January 28, 2014 I think the Hospital with Helipad is needed, but not right now. First Should be a Infantry module or some extra tools for the Combined Arms. Belsimtek have made two wonderful Transport helicopters but, where is the utility for them? So an Hospital with Helipad is needed for the wounded. after some time we get by radio we should pick up some fresh infantry units at the Hospital with Helipad. We need at least a refueling for this Helipad. But we need see a better Infantry or something that bring to the game a better performance for the Infantry. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
upuaut Posted January 29, 2014 Share Posted January 29, 2014 (edited) For ships it is in the .LUA file, I have no idea about FARPs... There is a second single landing FARP thingy in the shapes folder but it is not textured or ingame. Hi joey45, I could only find the landing coordinates for the heli in the .lua file from "CVN-70 Carl Vinson" (GT.Landing_Point = {-104.0, 19.6, -33.0}), and it works if I change it to the midpoint of the ship, but could not find parking coordinates. I don't know if it is a bug or normal, but if you let 4 AI Helis land on the "Vinson" they are all landing on the same point and then you have 4 Helis standing into the other on deck. The single FARP in the shape folder has a texture, I have added it to my static objects. You can see it in the background of the picture. Edited January 29, 2014 by upuaut DCS Mods and Skins: HiDrive Use the NAS only if the other Link is not working - it's slow! My DCS MODs and Skins: NAS Link to comment Share on other sites More sharing options...
RagnarDa Posted January 29, 2014 Share Posted January 29, 2014 That is very nice! Good work! DCS AJS37 HACKERMAN There will always be bugs. If everything is a priority nothing is. Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2014 Share Posted January 29, 2014 Cool, how did you add it.? The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
SVKSniper Posted January 29, 2014 Share Posted January 29, 2014 I see how is possible.....edit your object in StructTable.sht....or I'm wrong? Support my work Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2014 Share Posted January 29, 2014 For landing coordinates ad a point helper where you want the heli to land and in the MV it will have the proper X, Y, Z coordinates that you enter in the LUA file. Would be nice to have more then 1 landing coordinate for ships. Not sure how the FARP is coded.. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
SVKSniper Posted January 29, 2014 Share Posted January 29, 2014 (edited) Joey i create more static object(walls,lamps etc) but never heliport...but i have only idea...edit landing point in lua(1,2,3 point) and in StructTable.sht you definition: classname = "lHeliport"; I think is automaticly if you defin. class you can land or start from this heliport.....it's worth a try....hm?? Update: now i search this 2 file what i think you must edit...db_precountries.lua and db_unit_misc.lua Edited January 29, 2014 by SVKSniper Support my work Link to comment Share on other sites More sharing options...
joey45 Posted January 29, 2014 Share Posted January 29, 2014 I'll do some more looking when the get home. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45 Link to comment Share on other sites More sharing options...
upuaut Posted January 29, 2014 Share Posted January 29, 2014 Hi, unpack this file to ..DCS\Mods\tech than you can find the FARP at Structures in the Mission Editor. Place it only on flat areas. The other way is to edit these three files: db_precountries.lua db_units_ground.lua StructTable.sht But with every DCS update it will be replaced with the default files. DCS Mods and Skins: HiDrive Use the NAS only if the other Link is not working - it's slow! My DCS MODs and Skins: NAS Link to comment Share on other sites More sharing options...
Recommended Posts