PlaneGun placements... -1 reply

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[21Pzr]GeistMann

Born in the Germeny. BF-109 K4

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28th December 2002

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#1 15 years ago

Im wondering is there a tool to make it easyer to find out were to put the guns coordinates insted of guessing. Becasue it take me hours just to add one gun in the corect spot.




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#2 15 years ago

Uh, you could just download the Real Plane mod, it has all the guns in the right spots for all the planes, except the B-17. Also has correct ammo loadouts, and lethality adjusted by the type of gun, not the one size fits all like in the stock game.

I have a new version coming out in the next week or so that adds the correct bomb loads and visible mounted bombs and fixes the ai so they don't crash into each other. Also gets rid of that annoying "backing up" feature - when you set minimum throttle the plane just sits and idles now - no going in reverse.




[21Pzr]GeistMann

Born in the Germeny. BF-109 K4

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28th December 2002

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#3 15 years ago

Ok bozo look im making a mod that isnt based on realism




InsertNameHere

The Internet ends at GF

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18th January 2003

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#4 15 years ago

But I am!!! What position is the tip of the Yak9 nose? Any idea how to stop the tank up and down movement when stopping, that wouldn't really happen on heavy armor. I've screwed w/it, but to no avail. Any idea?




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#5 15 years ago

Here's the nose cannon plus two 12.7mm machine guns on mine....

rem *** Yak9Cannon *** ObjectTemplate.create FireArms Yak9Cannon ObjectTemplate.setNetworkableInfo PlaneFireArmInfo ObjectTemplate.loadSoundScript ../../Land/Flak_38/Sounds/Flak38GunBarrel.ssc ObjectTemplate.aiTemplate Yak9CannonAI rem ------------------------------------- ObjectTemplate.addTemplate e_MuzzAAgunB ObjectTemplate.setPosition 0.0/0.10/2.88 rem ------------------------------------- ObjectTemplate.projectileTemplate Yak9Cannon_Projectile ObjectTemplate.projectilePosition 0/0/0 ObjectTemplate.addFireArmsPosition 0/0.10/2.88 0/-0.5/0 ObjectTemplate.magSize 100 ObjectTemplate.numOfMag 1 ObjectTemplate.velocity 900 ObjectTemplate.reloadtime 2 ObjectTemplate.roundOfFire 3 ObjectTemplate.setInputFire c_PIAltFire ObjectTemplate.AmmoType 10

rem *** CannonProjectile *** ObjectTemplate.create Projectile Yak9Cannon_Projectile ObjectTemplate.loadSoundScript ../../../Common/Sounds/Projectile.ssc ObjectTemplate.geometry projectile_m1 ObjectTemplate.createNotInGrid 1 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysics 1 ObjectTemplate.timeToLive CRD_NONE/10/0/0 ObjectTemplate.gravityModifier 0 ObjectTemplate.damageType 1 ObjectTemplate.material 228 ObjectTemplate.material2 199 ObjectTemplate.hasCollisionEffect 1 ObjectTemplate.stopAtEndEffect 1 ObjectTemplate.ForceOnExplosion 1 ObjectTemplate.addTemplate e_PanzShootTrail

rem *** Yak9GunBarrel *** ObjectTemplate.create FireArms Yak9Guns ObjectTemplate.setNetworkableInfo PlaneFireArmInfo ObjectTemplate.loadSoundScript Sounds/yak9MG.ssc ObjectTemplate.aiTemplate Yak9MachineGun rem ------------------------------------- ObjectTemplate.visibleBarrelTemplate e_MuzzHeavy rem ------------------------------------- ObjectTemplate.projectileTemplate Yak9Projectile ObjectTemplate.projectilePosition 0/0/2 ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/3/0/0 ObjectTemplate.addFireArmsPosition -0.2/0.46/2.21 0/0/0 ObjectTemplate.addFireArmsPosition 0.2/0.46/2.21 0/0/0 ObjectTemplate.magSize 500 ObjectTemplate.numOfMag 1 ObjectTemplate.velocity 1000 ObjectTemplate.roundOfFire 10 ObjectTemplate.AmmoType 10

rem *** Yak9Projectile *** ObjectTemplate.create Projectile Yak9Projectile ObjectTemplate.loadSoundScript ../../../Common/Sounds/Projectile.ssc ObjectTemplate.createNotInGrid 1 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysics 1 ObjectTemplate.timeToLive CRD_NONE/1.5/0/0 ObjectTemplate.gravityModifier 0 ObjectTemplate.material 222 ObjectTemplate.material2 -1 ObjectTemplate.stopAtEndEffect 1 ObjectTemplate.hasCollisionEffect 1




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#6 15 years ago

Oh, I forgot, look at the physics.con for the tank, there are spring values or something like that for the wheels.




WHDACV

The forums staffers think I'm Cool

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9th November 2002

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#7 15 years ago

look in the physics.con you will see rem *** TigerWheelL3 *** ObjectTemplate.create Spring TigerWheelL3 ObjectTemplate.setNetworkableInfo SpringInfo ObjectTemplate.geometry Tiger_whe3L_M1 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysics 1 ObjectTemplate.Grip c_PGFEngineGrip ObjectTemplate.setStrength 18 ObjectTemplate.setDamping 3.5 increase the damping to get it to stop bouncing increase the strenght to get it to stop moving the wheels up and down which is different from damping the damping is really what you want strenght is for more mass

and psycho you got rid of the bombs on that model huh?




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#8 15 years ago

Yeah, the Yak wasn't much at carrying bombs. That's what IL-2's were for ;-) I also dumped the bombs on the Zero, Spit and 109 and replaced with cannon, although you can have them do both. These planes were all lightweight interceptors and air superiority fighters, bombs weren't really their thing.




WHDACV

The forums staffers think I'm Cool

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9th November 2002

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#9 15 years ago

you can have both bombs and guns but different guns on primary and then bombs or primary guns the alt guns and bombs which do you mean? and hows your ai thing going did you figure out anything with "driving" the plane i got the bots using faster planes better but i would like to know what some settings mean for instance

aiTemplatePlugIn.create ControlInfo3d AichiJakeCtrl aiTemplatePlugIn.driveTurnControl PIYaw aiTemplatePlugIn.driveThrottleControl PIThrottle aiTemplatePlugIn.aimHorizontalControl PIYaw aiTemplatePlugIn.aimVerticalControl PIPitch aiTemplatePlugIn.driveRollControl PIRoll aiTemplatePlugIn.drivePitchControl PIPitch aiTemplatePlugIn.aimRollControl PIRoll aiTemplatePlugIn.aimThrottleControl PIThrottle aiTemplatePlugIn.throttleSensitivity -3.0 rem aiTemplatePlugIn.pitchSensitivity -0.5 aiTemplatePlugIn.pitchSensitivity -1.0 aiTemplatePlugIn.rollSensitivity -1.3 aiTemplatePlugIn.yawSensitivity 0.3 aiTemplatePlugIn.throttleLookAhead 1.0 aiTemplatePlugIn.pitchLookAhead 1.2 aiTemplatePlugIn.rollLookAhead 1.5 aiTemplatePlugIn.yawLookAhead 0.3 aiTemplatePlugIn.throttleScale 1.0 rem *** Angle in radians *** aiTemplatePlugIn.pitchScale 0.0010 aiTemplatePlugIn.rollScale 0.0750 aiTemplatePlugIn.yawScale 0.0750 aiTemplatePlugIn.maxRollAngle 0.9000 aiTemplatePlugIn.maxClimbAngle 0.3333




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#10 15 years ago

You can have all of the guns on primary and bombs on secondary fire. I haven't found a way to use a third trigger yet.

How do the faster planes work on such small maps? You can get acrross any map in a few seconds now, I was thinking about slowing them down...

I have some ai tweaks in testing now. I'm in the process of moving and don't have the time to finish it right now. I could use some help, email me if you want to try out what I have so far. You can take a look at the settings I'm using, although I'm finding that the ai programming is a huge mess, with stuff scattered all over the place. For example, there is a file called behaviors.con in ai.rfa and another called aibehaviors.con in game.rfa. Both have similar and overlapping settings - what's up with that? No wonder the bots are kinda hopeless.

I also got rid of that annoying reverse gear thing on the planes...

[email]triptherift@yahoo.com[/email]




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