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Skrypt holowania pojazdów (ciągnik lotniskowy)
http://blogit.one.pl/arma/viewtopic.php?f=4&t=103
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Autor:  Artur Dębski [ N paź 30, 2011 9:04 am ]
Tytuł:  Skrypt holowania pojazdów (ciągnik lotniskowy)

Opis:
BIS FORUM: http://forums.bistudio.com/showthread.p ... ing+script
http://forums.bistudio.com/showthread.php?t=88785

Download:
ARMAHOLIC: http://www.armaholic.com/page.php?id=81 ... G%2BSCRIPT
MEGAUPLOAD: http://www.megaupload.com/?d=7XFXS5EI

Użycie na lotniskowcu:
http://www.armaholic.com/page.php?id=13 ... G%2BSCRIPT

1) Dodać do misji element: "Logika gry": w linii: "Uruchamianie": null = this execVM "dll_tow\enabletowing.sqf";\
2) Z "Modułów" (F7) dodać "Funkcje"
3) W traktorku: nic nie trzeba dodawać
4)Classnames - do znalezienia w addonach albo na forum BIS

towing config.sqf

ArmA II & OA Classnames:
BISTUDIO: http://forums.bistudio.com/showthread.php?t=73241

ARMA 2 Modification to Domination Lingor Mission:
http://code.google.com/p/lingor-dominat ... etail?r=17

Cytuję za:
http://forums.bistudio.com/showthread.p ... 785&page=8

Kod:
["C130J",   [0,15],   [0,-5],    nil,   false]

"Duplicate that line and change "C130J" to the classname you have for the B52. Then edit the offsets for your plane. [0,15] means the front axis (tow position) is 15 meters in front of the CENTER of the C130, and 0 meters to the right of it.
[0,-5] means that the wheels are 5 meters behind the center and 0 meters to the right.

Make sure you end the matrix the right way, as its done now.
set dll_tow_debug = true; in the first line, to see the axis marked with roadcones. This makes it easier to locate the right offset"

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