BornToKill Posted May 3, 2004 Share Posted May 3, 2004 In the Pinned post above about helos in Mulitplayer, Hantrox said he changed the armour for Helos to Type 2 instead of Type 5 in 3DSM. This he said works and does so in his HX5 mod. What I want to know is how do you change/set the armour type in 3dsm? Is this the Damage tag in the map editor(1-light - 5 indestructable)? If so what group do you apply the damage tag to, the <n>body, or the complete helo group? Cheers BornToKill_TAW Quote Link to comment Share on other sites More sharing options...
DonMiguel Posted May 3, 2004 Share Posted May 3, 2004 what he was saying is that he changed the tagging of the vehicle itself so that it was no longer a helicopter but a tank. This way of fooling GR into using heli's has been around for a while and there used to be downloadable max examples of it. You just retag the vehicle to tank then in the .vcl file (notepad or the IGOR Vehicle Editor) change the vehicle type to tank instead of heli. Just a tip, don't post the same question in multiple places as it just frustrates the moderators Quote Link to comment Share on other sites More sharing options...
BornToKill Posted May 3, 2004 Author Share Posted May 3, 2004 Hmmm, I tried that at first but this just resulted in my mission CTD.What could be causing this? Quote Link to comment Share on other sites More sharing options...
BornToKill Posted May 3, 2004 Author Share Posted May 3, 2004 K sussed it, remodeled chopper with helperpoints for tracks etc and it works. Just trying to figure out a few things now 1) how to get the blades to rotate.(as a tank they wont animate anymore) 2) which helpers emit the smoke from the tracks ( want to see if i can move them so it looks like exhaust smoke.) 3) In game, because it's now a tank, it's not able to take off or land so i'm assuming that you can only get it to fly at one level (set in 3dsm above the origin point) 4) whether or not the whole chopper can be animated in 3dsm to bob up and down slighty so it doesn't move around like a brick. Anyone done this could give me any pointers would be mucho apreciatedo Regards BornToKill_TAW Quote Link to comment Share on other sites More sharing options...
OSO Posted May 3, 2004 Share Posted May 3, 2004 1) how to get the blades to rotate.(as a tank they wont animate anymore) Make an animated rsb. 2) which helpers emit the smoke from the tracks ( want to see if i can move them so it looks like exhaust smoke.) I'm not 100% positive about what helper point(s) are hardcoded for the track dust. I would imagine it is the rear contact points of the tracks as a guess. Moving these helper points will produce odd results. 3) In game, because it's now a tank, it's not able to take off or land so i'm assuming that you can only get it to fly at one level (set in 3dsm above the origin point) Correct 4) whether or not the whole chopper can be animated in 3dsm to bob up and down slighty so it doesn't move around like a brick. You can try to animate the turret group (helicopter) and set the out of range keyframes to cycle but I doubt this is supported on a vehicle. Quote Link to comment Share on other sites More sharing options...
BornToKill Posted May 3, 2004 Author Share Posted May 3, 2004 K got blades to animate,already had an RSB animation on them, so i deleted the UVW materials and reapplied them, this solved it. moved the front and rear contact points of the "tracks" (wheels in my model, tagged as tracks) to the exhaust points on the chopper.Now when it moves it emits smoke from the exhaust. coooooooooooooool no strange results as yet. Still working on trying to animate the chopper to bob/wobble a little in the air. Does anyone know if theres a way to add a sound tag (for a chopper sound) in 3dsm. Only other way i can think of would be to add a moving sound effect in igor that follows the chopper path. BTW I'm not using the body as a turret, Using a <n>body tag for the body, <n><dyn>blades for the rotars. Have an At4 rocket launcher + minigun tagged as <n> turret (inc <n>maingun) under the chopper. 2 wheels each tagged as <n><lefttrack>, <n><righttrack> ( contact points moved as stated above for smoke effect) suspension anchor points placed on the wheels( front and back of each wheel). Important that the <n> body origin point is in between these anchor points on the x axis otherwise it spins round and round on the y axis ( like a parrot on a branch) as i found out The lot is Grouped as <n> helo 16 meters above an origin point at 0.0.0. This method seems to work sweet as well. hope it helps someone. Regards BornToKill_TAW Quote Link to comment Share on other sites More sharing options...
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