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› please some help :-0
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please some help :-0 (Read 151 times)
Jun 26
th
, 2004 at 6:49pm
Fitter
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Colonel
Earth
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Posts: 4263
Hi guys....I have a doubt...
What parameter should I use make a swing wing....
Example:
for the right wing -> r_flap_# or r_flap_key?
for the left wing -> l_flap_# or l_flap_key?
And do I need to link the other moving parts to the same parts or just follow the # with the same parameter?
In gmax the model do all the animation....but in the game just part of it....should I do the animation tie the 100 frame or can I pass it by tie the frame 150 for example?
Oh...and Im still looking for some one to place the gauges in the vc...see the shots of my project here
http://www.simviation.com/cgi-bin/yabb/YaBB.cgi?board=screen;action=display;num=...
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Reply #1 -
Jun 26
th
, 2004 at 7:15pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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Since the airplane has flaps, I would suggest you use the water_rudder_deploy tag (remember to add the appropriate tag in the aircraft.cfg). Animation would be 0 - wings full open, to 100 wings fully closed
Then you can link the ailerons to the water_rudder_deploy, etc.
Felix/
FFDS
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Jun 26
th
, 2004 at 8:10pm
Fitter
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Colonel
Earth
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Posts: 4263
Hey thanks felix.....I´ll try...
Quote:
Since the airplane has flaps, I would suggest you use the water_rudder_deploy tag (remember to add the appropriate tag in the aircraft.cfg). Animation would be 0 - wings full open, to 100 wings fully closed
Then you can link the ailerons to the water_rudder_deploy, etc.
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Reply #3 -
Jun 26
th
, 2004 at 8:28pm
Moach
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Jet-Powered PropellerHead
São Paulo, Brazil
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Posts: 991
i would tag it as the flaps, so they can have some aerodynamical effect
the first notch would swing the wings the rest would deploy the real flaps
then it's all CFG work to make it behave properly
c Ya
Moach
Come, one and all aboard! - The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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