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Author Topic: The motion of objects.  (Read 14880 times)

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tomoose

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Re: The motion of objects.
« Reply #24 on: December 01, 2013, 09:51:46 AM »

SAS_Skipper;
I just found this thread.  If I understand it correctly I can use it to make my static Austin Ambulance (or any other static object) move?
Currently the ambulance is static and found in the OBJECTS section of FMB.
If this is correct you have saved me a lot of searching on how to do this!!  Do I replace "Cavalerie" with "Austin_amb"???
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Epervier

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Re: The motion of objects.
« Reply #25 on: December 01, 2013, 10:51:45 AM »

SAS_Skipper;
I just found this thread.  If I understand it correctly I can use it to make my static Austin Ambulance (or any other static object) move?
Currently the ambulance is static and found in the OBJECTS section of FMB.
If this is correct you have saved me a lot of searching on how to do this!!  Do I replace "Cavalerie" with "Austin_amb"???
No !
See my answer in the Superschool !
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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 -

Plowshare

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Re: The motion of objects.
« Reply #26 on: January 05, 2014, 06:50:29 PM »

Skipper:

This opens up so many new vehicles that are re-skins of existing vehicles and we could have both. This would also open up things for modders who maybe don't have the skills to make class files but can make objects.. It would also free up those who can make class files from being pestered by folks to make objects moveable.

Would you or could you make a few more of these? Like, maybe, fifty or so? It would be one of those cases where, if you don't need them you don't use them but, if you need them they're there.

Just for the sheer hell-of-it I tried to make a taxiing plane but it was a failure - the plane was without landing gear and the skin was magenta. I tried using the hier.him file as the target for the plane:
3do/plane/F4U-1/hier.him

Walter: I know it's probably too late but you change the explosion type with the line:
Explode              WagonWoodExplosives // This is the most violent explosion; different names decrease the explosion.
This line goes under the lines:
// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.006

Thanks for this great mod.

Bob
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Plowshare

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Re: The motion of objects.
« Reply #27 on: January 07, 2014, 06:14:47 AM »

I've extracted from .sfs files in DBW several possible vehicles that could be made moveable in 4.12. I can't seem to find these anywhere and this mod would work great for this. None of these vehicles are armed:

Bus_NAAFI
Camion_SK
Citerne_POMP
Seven (7) Follow_Me_Jeeps
Fourgon_POMP
GuyOtterBl
GuyOtterBrMCycle
RAF_Bus
US_Bus
Voit2P_Beige
Voit4P_Bleue
Voit4P_Noire_R

Here are also some vehicles from HSFX that WingFlyr brought over into 4.10 that don't work in 4.12.2:

AC_Starter
AC_Starter_Jap
Bedford
Bedford_Trk
Ger_Staff
Ger_Staff_HT
RUS_fuel_TRK
USA_fuel_TRK

On the subject of HSFX: This mod would solve several problems with bringing objects over from there into a regularly modded - SAS ModAct - game

Right now I'm using all these as static objects just to get them into the game.

Again, thank you for this mod; I feel it has great potential.

Bob
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Epervier

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Re: The motion of objects.
« Reply #28 on: January 07, 2014, 06:21:08 AM »

I've extracted from .sfs files in DBW several possible vehicles that could be made moveable in 4.12. I can't seem to find these anywhere and this mod would work great for this. None of these vehicles are armed:

...
...
Citerne_POMP
...
Fourgon_POMP
GuyOtterBl
GuyOtterBrMCycle
...




https://www.sas1946.com/main/index.php/topic,19284.0.html
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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 -

Plowshare

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Re: The motion of objects.
« Reply #29 on: January 07, 2014, 01:04:45 PM »

SAS~Epervier:

I already have all those plus the rest of that whole series you made - Vehicles Parts 1 through 6C and they all work perfectly in 4.12.2. The ones you show here typically have the suffix "_TT" signifying trailers. 

No, the vehicles I'm looking for are the Fire Engine and the Guy Otter Blue truck, both without trailers, plus the beige and blue cars etc. If I could find the mods I'd download and install them but they seem to be specific to DBW.

Then, of course, that whole series of Follow-me jeeps were never moving as far I know; or at least I only have them as static.ini objects in DBW.

Bob
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SAS~Poltava

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Re: The motion of objects.
« Reply #30 on: January 07, 2014, 02:27:22 PM »

No, the vehicles I'm looking for are the Fire Engine and the Guy Otter Blue truck, both without trailers, plus the beige and blue cars etc. If I could find the mods I'd download and install them but they seem to be specific to DBW.

The beige and blue limo can be found in standard DBW.  :)
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Oleksii Tsykhaniuk & Ihor Prokopiuk May 29 2023
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