It's very annoying.
]]>Give me a couple days,
BTW here's a link to the VW-Kombi of Isiah Prestes Hangar that I've added the Alral gears to.
]]>I Like so much the speed change of the engine. Can you give me this for my Citroën 2 Cv
Regards Emmanuel
]]>I applied them to the turret of the Thornycroft truck..
So how does one alias the submodels' animation to the working turret's movement?
]]> <sim include="Systems/views.xml">
. I also added a 180 offset on your 3D turret object to synchronize it with the view.
You can be find your model here : sopwith
About the radar thing it's lot more work to achieve this, and fisrt I have to try to make it fireable...
]]>
It is drivable, and the gun follows the view. now to get the gun submodels to work with the turret animation. Although I'm not sure how to make the view stay in-line with the modelled gunsight, which is offset to the right side of the gun body about 0.23 meters. Maybe I'll have to just use the gun barrel itself.
I was online for a few minutes and noticed, we get just about all the direction and elevation information we could want for aiming from the property tree, ai/models/multiplayer/.. would this be easier to implement than doing a 'radar' script for animated static objects?
]]>this model is largely unfinished, so but should fly and shoot.
Meanwhile I'm dithering about with animating a static ground vehicle into an MP usable and drivable AA gun platform.
]]>Also I would be pleased to test your plane
Best Regards
5H1N0B1
]]>I'm referring to this code here..
# ===================
# Boresight Detecting
# ===================
locking=0;
found=-1;
boreSightLock = func {
var Estado = RadarStandby.getValue();
if ( Estado != 1 ) {
if(getprop("instrumentation/radar/selected") == 1){
targetList= props.globals.getNode("ai/models/").getChildren("multiplayer");
foreach (d; props.globals.getNode("ai/models/").getChildren("aircraft")) {
append(targetList,d);
}
foreach (d; props.globals.getNode("ai/models/").getChildren("tanker")) {
append(targetList,d);
}
foreach (m; targetList) {
var string = "instrumentation/radar/ai/models/"~m.getName()~"["~m.getIndex()~"]";
var string1 = "ai/models/"~m.getName()~"["~m.getIndex()~"]";
if (getprop(string1~"radar/in-range")) {
hOffset = getprop(string1~"radar/h-offset");
vOffset = getprop(string1~"radar/v-offset");
#really should be a cone, but is a square pyramid to avoid trigonemetry
if(hOffset < 3 and hOffset > -3 and vOffset < 3 and vOffset > -3) {
if (locking == 11){
setprop(string~"radar/boreLock",2);
setprop("instrumentation/radar/lock",2);
# setprop("sim[0]/hud/current-color",1);
locking -= 1;
}
elsif (locking ==1 or locking ==3 or locking ==5 or locking ==7 or locking ==9 ) {
setprop("instrumentation/radar/lock",1);
setprop(string1~"radar/boreLock",1);
}
else {
setprop("instrumentation/radar/lock",0);
setprop(string~"radar/boreLock",1);
}
if (found != m.getIndex()) {
found=m.getIndex();
locking=0;
}
else {
locking += 1;
}
settimer(boreSightLock, 0.2);
return;
}
}
}
setprop(string~"radar/boreLock",0);
locking=0;
# setprop("sim[0]/hud/current-color",0);
} # from getprop
} # from Estado
locking=0;
# setprop("sim[0]/hud/current-color",0);
found =-1;
setprop("instrumentation/radar/lock",0);
settimer(boreSightLock, 0.2);
}
setlistener("ai/models/model-added", MPjoin);
setlistener("ai/models/model-removed", MPleave);
settimer(MPradarProperties,1.0);
settimer(boreSightLock, 1.0);
If I'm understanding the coding correctly, it presently has a narrow detection 'cone', it's actually a skinny pyramid. But why not open it out wider and shorten it's detection range to about 8 kilometers while setting flags within it's coding to operate the alignment of ground gun's barrels and enable firing when targets are within range.
On the Sopwith Strutter, would you like to try it out to see if I missed something in the gun animation? It is presently working the turret with the gun submodels enabled and Bombable functional.
]]>I'll look on that heading inversion...I remember something strange like that. I'll let you know.
]]>