![]() |
#1
|
||||
|
||||
![]()
FMB - Creating a vehicle trafic.
This below tutorial has originaly publish (in Spanish) by Vencejo in Esquadron69 page - I made a Google translate. ![]() To vehicles to move over roads, place a object "spline-road" creating a route over map roads. Note - some roads (asphalt) already have "spline-road" embedded. To enable these, check the "Process runway" in (FMB) View. After, place a vehicle next to initial point of rote. In vehicle properties, Actor table, tick NPC box. And below select "car.ccp" script. ![]() In waypoints tab, select "Normal move" and click in box "SET". The mouse cursor change for a crosshair, use then to target the first waypoint of rote, linking both. ![]() Save your mission and test*, the vehicle follows the set path, and at end of route turn back ad does the opposite rote, indefinitely. EDIT - Sample in QM -020 - British Attack - Airfield * To test mission without planes, after mission load click in BACK and then in FLY. The camera follow the first vehicle. Know issues: Some vehicles are unable to cross bridges due "ghost" barrier near the bridge. Some roads have this "ghost" too... Some roads dont have bridges - in some places using spline_road + straight solve this - but the "created" bridge is in Sovietic way: under whater. ![]() In my test, on "Final" version, the vehicles dont follow the track, but run in parallel to this, about 10 foots... maybe I done some mistake... ![]() That, and the "virtual" trees dont make things funny... Avoid use vehicle columns, are worse than "1946" ones, move at "turtle" speed, with "ants" behavior: move, stop, move stop... Sokol1 Last edited by Sokol1; 03-16-2013 at 10:33 PM. |
![]() |
|
|