[3D PROJECT] Hard Dack Carrier
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The hitbox needs to be adjusted.
Check another working carrier in LODEditor to find the parameters to adjust it to!!
C9
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well actually for now this can’t be done actually.
So u must select to place the box either on the deck or the carrier bridge.
We can’t have them both.
The carrier ain’t a box but the hitbox is a box.
So if one hits on the carrier haul is more important than the carrier bridge. I would go for the deck. But on z lower it from the actual deck cause they could explode as they taxi or land or T.O…
yes they will pass from the bridge but this is how it is and with all buildings that aircraft are allowed to park in.Hopefully in a future release this will be better with multiple hitboxes as some screenshots from the dev’s indicated.
Now on your actual q u mean that u go to land and the plane doesnt land but passes inside the carrier? or while taxiing on it they pass inside other objects like the bridge?
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well actually for now this can’t be done actually.
So u must select to place the box either on the deck or the carrier bridge.
We can’t have them both.
The carrier ain’t a box but the hitbox is a box.
So if one hits on the carrier haul is more important than the carrier bridge. I would go for the deck. But on z lower it from the actual deck cause they could explode as they taxi or land or T.O…
yes they will pass from the bridge but this is how it is and with all buildings that aircraft are allowed to park in.Hopefully in a future release this will be better with multiple hitboxes as some screenshots from the dev’s indicated.
Now on your actual q u mean that u go to land and the plane doesnt land but passes inside the carrier? or while taxiing on it they pass inside other objects like the bridge?
Exactly… I changed the Hitbox Z inputs, but it doesn’t change the height of the carrier - when you try to land, you got inside the carrier untill u just hit the sea level… I need to change something in the settings of this carrier - to make it HARD so u can taxi or land on it… now it’s just a tall carrier but with 0ft settings so u can’t do anything… and changing the Z inputs to -68 like in other carriers didn’t changed it … it’s still useless like ghost…
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Exactly… I changed the Hitbox Z inputs, but it doesn’t change the height of the carrier - when you try to land, you got inside the carrier untill u just hit the sea level… I need to change something in the settings of this carrier - to make it HARD so u can taxi or land on it… now it’s just a tall carrier but with 0ft settings so u can’t do anything… and changing the Z inputs to -68 like in other carriers didn’t changed it … it’s still useless like ghost…
Do you have an object assigned to the carrier like it should be??
C9
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I don’t know… how do I check \ done this?
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I don’t know… how do I check \ done this?
In the campaign file or te_new.tac, whichever you are doing your testing you need to have an object assigned for the carrier.
Are you working in Stock KTO theater??
C9
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Arty said it right… hitbox is all fine - but the object it self is just transperant… u can go through it - so you can never land on it… u will go inside it and untill u hit the ground \ sea … that’s the porblem - that’s my question - and that’s gonna be the answer (I hope) thanks
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Well I believe Radium or Switch or Eghi could help on this. I’ve never done a carrier.
What I would do is look and check every value those models have in LE and falcon Editor to spot the working parameter.
There must be a vehicle where the actual model should be and an empty of features objective to place points.
Somewhere there must be a magical setting.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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You need to create a task force in the DB and include your carrier in it. Then, on the TE_NEW. TAC or on the save0.cam, you need to create an “airbase” type objective and assign the carrier to it.
Do this with Mission Commander. -
@Nuno:
You need to create a task force in the DB and include your carrier in it. Then, on the TE_NEW. TAC or on the save0.cam, you need to create an “airbase” type objective and assign the carrier to it.
Do this with Mission Commander.I explained all of this to him, with pictures, yet he seems to believe I am wrong?? Whatever!
But, you do not need to make a task force! Just the carrier alone if sufficient.
C9
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where with pictures?
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where with pictures?
It was just pics of a campaign file showing the objects for carriers and the object Dump, so he’d get the idea, and I explained some of the procedure vaguely. I PM’d them to him. You’ve seen them before, I’m sure!?!?
If you are more interested PM me!
C9
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I did not setup carrier in modern times yet (it was very easy in AF - put carrier naval object + place squadron on it in tacview).
Is there some tutorial? You have mentioned MC etc…I do not need it right now, but of course - I am very interested in it. …and I luv public user made tutorials
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I do not need it right now, but of course - I am very interested in it. …and I luv public user made tutorials
I have a small tutorial, but going though the U5 DB, I have found they have made a change when it comes to carriers. Couldn’t tell you if it was changed in U4 or not, don’t remember checking.
I’ll adjust it and rewrite the tut!!
C9
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I’m sure there’s a tutorial somewhere here on the forum, I remember to consult it when we were developing the carrier objectives for POH but I can’t even begin to remember who’ve made the tutorial right now…
If I find it I’ll let you know.
Cheers -
Are you looking for this?
was waiting in the hotlist…
Now it must be changed and instead of “Max alt” is named Carrier Obj. CT: in the Vehicle Data Details window in Falcon Editor.
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Are you looking for this?
That’s extremely old stuff, is basically irrelevant at this point if he just added the model in place of an existing model.
If he was attempting to create an entirely new carrier entry in the DB, that won’t work.
The problem that he need to resolve and I already attempted to explain it to him, is the object(ive) that needs to be linked to the carrier entry and that is done in the campaign or te_new.tac.
C9
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That’s the Porblem
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If you can’t achieve the correct hitbox for the carrier by looking at other carriers in the DB and following their settings, then there is something wrong with your model.
Irregardless of that issue, you still have to correctly link a object to it!!
So you have 2 problems at the moment!
C9
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@Cloud:
If you can’t achieve the correct hitbox for the carrier by looking at other carriers in the DB and following their settings, then there is something wrong with your model.
Irregardless of that issue, you still have to correctly link a object to it!!
So you have 2 problems at the moment!
C9
The model is not a carrier for now… It’s a 3d box instead of runway… but the Z value of the hitbox - doesn’t changes … if the Z value is set for let’s say 100ft - and you go above the object and decent to 100ft - you will go inside it… there’s gotta be a way to make it like the carrier - an unpenetrated object… if you try to copy the 3d model of the carrier to somewhere else - it becomes ghost… there’s a specific setting to the Carrier in the db maybe - that tells it to be HARD rather than Ghost