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Sundowner

Airfield Objects Vol 2

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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.


 

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Wo zu Geier kann man hier neuerdings downloaden ?????

 

So eine Sch........... !!!!!!!

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What's the problem? Just hit the big green button that says "File Download".

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Wo zu Geier kann man hier neuerdings downloaden ?????

 

So eine Sch........... !!!!!!!

 

Nice attitude, dude....

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I take it he's a little irate.....I dont understand his language... :dntknw:

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Woooot! You made my day Sundowner, thank you very much! clapping.gif

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tomcat,

 

Wenn es ein Problem, sie ruhig bringt es an jemand darauf aufmerksam machen. Eine Haltung wird nicht helfen.

 

FC

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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

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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 by PureBlue

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Sure...those parameters can be adjusted in the ini file...at least I think they can...

 

FC

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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

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This is a problem that's been bugging me too but I dont really understand how collision meshes work :dntknw:

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