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[Cleo4] Custom coded landing gear for added plane.


GaryRoachSanderson
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GaryRoachSanderson

does anyone have any clue on how to code landing gear in cleo for newly added planes? Note that they are added, not replaced. I tried to do so by setting the rotation of componentA 4 and componentA 5 to 45.0 when I press "2" when im driving my new plane as a test (sorry I cant provide the opcode as I am currently in office), but it crashed to the desktop. Am I using the right opcodes? Or are the component numbers wrong?

 

Thanks everyone in advance. smile.gif

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GaryRoachSanderson

Hi Adler, this is the code smile.gif

 

 

{$CLEO .cs}thread 'HORNET':STARTwait 0if   Actor.DrivingVehicleType($PLAYER_ACTOR, #HORNET)jf @[email protected] = Actor.Car($PLAYER_ACTOR):INwait 0if   00E1:   player 0 pressed_key 19    jf @OUT08A6: set_car [email protected] componentA 4 rotation_to 45.0 08A6: set_car [email protected] componentA 5 rotation_to 45.0//0698: set_car [email protected] repair_componentB 4:OUTwait 0if   not Actor.DrivingVehicleType($PLAYER_ACTOR, #HORNET) jf @INCar.RemoveReferences([email protected])jump @START

 

 

by the way, I added Picolini's F-18 Hornet as a new plane.

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You should use 03C0 to get the Actor's car since the class compiles as a mission opcode.

 

The script is unfinished, I assume? Noticed that the components won't rotate back to its original rotation if the key was pressed again but rather it would rotate another 45 degrees. I'm also not sure if the game recognizes the added Hornet's components but it might. Let's just assume that it will unless the crashes never cease. turn.gif

23088_s.gif

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