+Sundowner Posted March 10, 2011 Posted March 10, 2011 View File Airfield Objects Vol 2 Another collection of various hangars/walls etc aimed mainly at desert type terrain although they can be used in any you like. Submitter Sundowner Submitted 03/10/2011 Category Structures 2 Quote
tomcat Posted March 10, 2011 Posted March 10, 2011 Wo zu Geier kann man hier neuerdings downloaden ????? So eine Sch........... !!!!!!! 2 Quote
+wilco Posted March 10, 2011 Posted March 10, 2011 What's the problem? Just hit the big green button that says "File Download". Quote
Muesli Posted March 10, 2011 Posted March 10, 2011 Wo zu Geier kann man hier neuerdings downloaden ????? So eine Sch........... !!!!!!! Nice attitude, dude.... 1 Quote
+Sundowner Posted March 10, 2011 Author Posted March 10, 2011 I take it he's a little irate.....I dont understand his language... Quote
FrankD Posted March 11, 2011 Posted March 11, 2011 Woooot! You made my day Sundowner, thank you very much! Quote
FastCargo Posted March 11, 2011 Posted March 11, 2011 tomcat, Wenn es ein Problem, sie ruhig bringt es an jemand darauf aufmerksam machen. Eine Haltung wird nicht helfen. FC Quote
tomcat Posted March 12, 2011 Posted March 12, 2011 Hi, the download button works only at me only with Internet Explorer. When I log on Mozilla Firefox it does not exist. Thanks for your feedback. tomcat Quote
+PureBlue Posted March 12, 2011 Posted March 12, 2011 (edited) Is it possible to use a Zero collision mesh, or a very small one? Like you could almost go through it. I've been using the objects like earth walls and pits. When I taxi near them, i get clipped from a few meters afar and blow up.. I don't want to taxi inside the pits or anything (that would be cool too), just want to taxi around them.. Edited March 12, 2011 by PureBlue Quote
FastCargo Posted March 12, 2011 Posted March 12, 2011 Sure...those parameters can be adjusted in the ini file...at least I think they can... FC Quote
+PureBlue Posted March 12, 2011 Posted March 12, 2011 terrain objects only have type.ini definitions. Such as the following. If I leave the CollisionMesh empty, I get around 1.5 size of the real model for collision, and can't really taxi close to it. So I just substituted the pit1_col model. This won't let me actually taxi inside but, does give a smaller collision box than the actual model.. works ok because only parkingspots exist inside.. though you still can't design a custom single mission to taxi out of it.. [TargetType532] Name=C-Wall FullName="C" Earth Wall ModelName=C-Wall.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=140.0 ArmorValue=24516080.0 ArmorType=2 RepairRate=0.050 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=15000.0 CollisionMesh=pit1_col.LOD DestroyedEffect=LargeShortStructureCollapse DestroyedModel=ShelterA_destroyed.LOD Quote
+Sundowner Posted March 13, 2011 Author Posted March 13, 2011 This is a problem that's been bugging me too but I dont really understand how collision meshes work Quote
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