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Author Topic: The motion of objects.  (Read 14879 times)

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SAS~Skipper

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The motion of objects.
« on: November 03, 2010, 02:12:07 AM »

Then I put the 9 slots for moving riders.
Of these riders can gather string of transport.
Slots are available as names Cavalerie1 .... Cavalerie9
The case for objects with a map of Mongolia ..

However, these slots can be used for the movement of any object, such as house or MAST crane  ::)

Quote
ADD chief.ini


[Vehicles]
 moveType VEHICLE
 Cavalerie1             ai.ground.ChiefGround 1 icons/car.mat
 Cavalerie2             ai.ground.ChiefGround 1 icons/car.mat

//++++=+++++++++++++++

[Vehicles.Cavalerie1]
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie1
[Vehicles.Cavalerie2]
 com.maddox.il2.objects.vehicles.cars.CarCavalerie$Cavalerie2



ADD technics.ini

//----------------------------------------------------------------------
// USSR
//----------------------------------------------------------------------

[Cavalerie1]
Description  USA 1942 Utility FrontWheelDrive TwoRearDrivingAxles Landing Craft
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer        3do/Buildings/Mongolya/Rider_m/live.sim
//MeshSummerDamage   3do/Cars/DUKW/dead.sim
// FIXME: make winter camouflage

// Panzer
PanzerType  Car
PanzerSubtype    2
PanzerBodyFront      0.001

// Moving
SoundMove      null
StayWhenFire   0
SpeedAverage    10.0
SpeedMax        15.0
SpeedBack        5.0
RotSpeedMax     15.0             // ??
RotInvisAng     15.0
BestSpace          2.0
AfterCollisionDist  1.5
CommandInterval     2.0
StayInterval        2.0

[Cavalerie2]
Description  USA 1942 Utility FrontWheelDrive TwoRearDrivingAxles Landing Craft
Icon         fieldgun       // used for 'stacionar' tank only

// Models
MeshSummer         3do/Buildings/Mongolya/Rider_m1/live.sim
//MeshSummerDamage   3do/Cars/DUKW/dead.sim
// FIXME: make winter camouflage

// Panzer
PanzerType  Car
PanzerSubtype    2
PanzerBodyFront      0.001

// Moving
SoundMove      null
StayWhenFire   0
SpeedAverage    10.0
SpeedMax        15.0
SpeedBack        5.0
RotSpeedMax     15.0             // ??
RotInvisAng     15.0
BestSpace          2.0
AfterCollisionDist  1.5
CommandInterval     2.0
StayInterval        2.0



This archive is a weapon with a low rate of fire.
An example of its use for guns below.
So I rearmed some armored cars, too.
Requires sound of weapons from LodkaG
Quote
[Maxime]
Description  Russian AA gun 7.62mm (MG)
Icon         antiaircraft

// Models
MeshSummer         3do/Artillery/Russia/Maxime/Live.him
MeshSummerDamage   3do/Artillery/Russia/Maxime/Dead.sim

// FIXME: make winter camouflage   winter???
// Panzer
PanzerType       Artillery
PanzerSubtype       1
PanzerBodyFront  0.001

// Weapon
Gun                  MachineGunWWI_303 // This is my gun at a rate of 550

//NumShells          1260
AttackMaxDistance    1600.0
AttackMaxRadius      1600.0
AttackMaxHeight      1400.0
HeadYawHalfRange      180.0
GunMinPitch           -10.0
GunStdPitch             0.0
GunMaxPitch           +82.0
HeadMaxYawSpeed          90      // ??
GunMaxPitchSpeed         90      // ??
DelayAfterShoot         1.5
ChainfireTime           3.0
FastTargetsAngleError   2.0
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Epervier

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Re: The motion of objects.
« Reply #1 on: November 03, 2010, 04:00:35 AM »

Thank you very much !  :)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

5./JG54_s0crazty

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Re: The motion of objects.
« Reply #2 on: November 03, 2010, 07:27:12 AM »

Thanks SKipper,
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tedeschene

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Re: The motion of objects.
« Reply #3 on: November 05, 2010, 01:46:30 PM »

Skipper, where do you get Rider M and Rider M1?I substituted RIDER from the Map Mod for now.And how do you orientate the object so it's not moving sideways?Any help would be
appreciated,Thanks
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SAS~Skipper

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Re: The motion of objects.
« Reply #4 on: November 06, 2010, 07:18:50 AM »

Any help would be appreciated,Thanks
As an interim take here ...
May be somebody will do more ... ;)
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tedeschene

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Re: The motion of objects.
« Reply #5 on: November 06, 2010, 05:45:55 PM »

Thanks Skipper that will work.Saw somebody's ru.properties at avia skins and saw some things on it I could almost drool over.What is a Chan-28-I ? I may have to go prehistoric and dig through my books!
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tedeschene

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Re: The motion of objects.
« Reply #6 on: November 06, 2010, 06:56:45 PM »

Nevermind.My key to Aviaskins is two windows... Babelfish on one side Avia skins on the other.
Got everything but the purpose made WWI aircraft,will just have to wait on them.
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Epervier

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Re: The motion of objects.
« Reply #7 on: November 07, 2010, 10:18:26 AM »

Thank you!
It works much better with this file (RiderS.7z)!  :D
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

SAS~Skipper

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Re: The motion of objects.
« Reply #8 on: November 07, 2010, 10:32:21 AM »

We must ask the 3d masters let sawed soldiers.
But it must be a mesh of death. (((
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Verhängnis

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Re: The motion of objects.
« Reply #9 on: November 09, 2010, 05:44:43 AM »

Are these like empty slots for new vehicles or something?
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SAS~Skipper

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Re: The motion of objects.
« Reply #10 on: November 09, 2010, 10:26:33 AM »

Are these like empty slots for new vehicles or something?
YES. Can be used for typewriters, too.
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George Formby of the AVG

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Re: The motion of objects.
« Reply #11 on: November 09, 2010, 05:27:21 PM »

Let me see if I get this straight? This can be used to put motion to any static object, right?? If so this is bloody fantastic, I remember people wanting planes taxing around the airfield, this is awesome if I am understanding right......
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