R3vo/Sandbox – User

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detachActionName = "$STR_A3_action_detachFromCatapult_1"; Visual display name of "Dettach Action"
detachActionName = "$STR_A3_action_detachFromCatapult_1"; Visual display name of "Dettach Action"
};
};
};
=== AircraftAutomatedSystems Sub-Class ===
class AircraftAutomatedSystems
{
wingStateControl = 1; //enable automated wing state control to prevent player to take off with folded wings
wingFoldAnimations[] = {"wing_fold_l","wing_fold_r","wing_fold_cover_l", "wing_fold_cover_r"}; //foldable wing animation list
wingStateFolded = 1; //animation state when folded
wingStateUnFolded = 0; //animation state when un-folded
wingAutoUnFoldSpeed = 40; //speed treshold when triger this feature, and unfold wings for player
};
};

Revision as of 10:48, 13 August 2021

Since Arma 3 Jets DLC (v1.68) it is possible to catapult Jets off an aircraft carrier. For this system to work properly a few new definitions need to be made inside the plane's config. This page will show an overview over the definitions and explain what they do.

Aircraft Configuration

Requirments

  • Compatible aircraft must have an animation for arrest/tail hook selection defined in CfgVehicles and modeled in 3D model (model.cfg)
  • Compatible aircraft must have a memory point for cable attach position

CarrierOpsCompatability Sub-Class

class CfgVehicles
{
	class B_Plane_Fighter_01_F
	{
		tailHook = true;																		// Allow to land on carrier
		class CarrierOpsCompatability
		{
			ArrestHookAnimationList[] = {"tailhook", "tailhook_door_l", "tailhook_door_r"};		// List of animation played to animate tailhook. Defined in model.cfg (type user)
			ArrestHookAnimationStates[] = {0,0.53,1};											// Tailhook animation states when down, hooked, up.
			ArrestHookMemoryPoint = "pos_tailhook";												// TailHook memory point in plane model.p3d
			ArrestMaxAllowedSpeed = 275;														// Max speed km/h allowed for successful landing
			ArrestSlowDownStep = 0.8;															// Simulation step for calcualting how smooth plane will be slowed down.
			ArrestVelocityReduction = -12;														// Speed reduced per simulation step
			LaunchVelocity = 300;																// Speed required for take off
			LaunchVelocityIncrease = 10;														// Speed increased per simulation step
			LaunchAccelerationStep = 0.001;														// Simulation step for calcualting how smooth plane will launched from carrier catapult.
			LaunchBarMemoryPoint = "pos_gear_f_hook";											// LaunchBar memory point
		};
	};
};

Aircraft Carrier Configuration

Requirments: - Compatible carrier part must have a config definition for all sub-systems that will be invoked by this function

example of cfgVehicles subclass definitions for carrier part; class Catapults { class Catapult1 { memoryPoint = "pos_catapult_01"; Memory point in carrier part model.p3d dirOffset = -5.5; Offset angle in degrees between carrier part direction and actual catapult launch direction animations[] = {"Deflector_1","Deflector_1_hydraulic_1", "Deflector_1_hydraulic_2","Deflector_1_hydraulic_3"}; Array with animation names for carrier part jet blast deflectors launchActionName = "$STR_A3_action_launchFromCatapult_1"; Visual display name of "Attach Action" detachActionName = "$STR_A3_action_detachFromCatapult_1"; Visual display name of "Dettach Action" }; };


AircraftAutomatedSystems Sub-Class

class AircraftAutomatedSystems { wingStateControl = 1; //enable automated wing state control to prevent player to take off with folded wings wingFoldAnimations[] = {"wing_fold_l","wing_fold_r","wing_fold_cover_l", "wing_fold_cover_r"}; //foldable wing animation list wingStateFolded = 1; //animation state when folded wingStateUnFolded = 0; //animation state when un-folded wingAutoUnFoldSpeed = 40; //speed treshold when triger this feature, and unfold wings for player

};