GaryRoachSanderson Posted June 21, 2011 Share Posted June 21, 2011 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. Link to comment Share on other sites More sharing options...
Adler Posted June 21, 2011 Share Posted June 21, 2011 Post the code when you're back from the office. Link to comment Share on other sites More sharing options...
GaryRoachSanderson Posted June 21, 2011 Author Share Posted June 21, 2011 Hi Adler, this is the code {$CLEO .cs}thread 'HORNET':STARTwait 0if Actor.DrivingVehicleType($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. Link to comment Share on other sites More sharing options...
Adler Posted June 21, 2011 Share Posted June 21, 2011 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. Link to comment Share on other sites More sharing options...
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