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
};