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[[ | [[File:Thud_gunnery.jpg|thumb|270px|The [[Republic F-105 Thunderchief|F-105]] in action.]] | ||
With [[Flightgear]]'s increasing capabilities | With [[Flightgear]]'s increasing capabilities '''gun effects''' such as tracer bullets and smoke on impact are now supported. You will need [[FlightGear 1.9.0|FlightGear version 1.9]] or later, in order to use the effects. | ||
== Setup == | == Setup == | ||
There is no default key/button binding for a trigger in FlightGear, so you will have to make your own. An obvious choice of button would be the trigger on a [[joystick]], but you can also make a keyboard binding by adding something like this to your <tt>[[$ | There is no default key/button binding for a trigger in FlightGear, so you will have to make your own. An obvious choice of button would be the trigger on a [[joystick]], but you can also make a keyboard binding by adding something like this to your <tt>[[$FG ROOT]]/keyboard.xml</tt> file: | ||
<syntaxhighlight lang="xml"> | |||
<key n="101"> | <key n="101"> | ||
<name>e</name> | <name>e</name> | ||
Line 21: | Line 22: | ||
</mod-up> | </mod-up> | ||
</key> | </key> | ||
</syntaxhighlight> | |||
In the code, we have used | In the code, we have used the {{key press|e}} key as the trigger. You can change it to a choice of your own but {{key press|e}} is the standard key binding used by most aircraft in FlightGear. | ||
Joystick bindings are a bit more complex. Sample code is below, but you may want to read the article on [[Input device|joysticks]]. | |||
See more complex/complete sample code below. | See more complex/complete sample code below. | ||
== Adding | == Adding gun and bullet effects to your aircraft == | ||
Once you have a key or button binding defined to active the trigger, you'll then need to add the needed [[ | Once you have a key or button binding defined to active the trigger, you'll then need to add the needed [[AI Systems#Submodels|submodel configuration file]] to your aircraft's root directory, and ensure the file is activated in your *-set.xml file. The choice of tracer, smoke and impact visual models is up to you. You may also add a sound effect to your sound configuration file that activates with the trigger. | ||
The standard trigger location for FlightGear is | The standard trigger location for FlightGear is | ||
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In a submodel.xml file, this typically looks something like this: | In a submodel.xml file, this typically looks something like this: | ||
<syntaxhighlight lang="xml"> | |||
<submodel> | <submodel> | ||
<name>cowl-guns-bullets</name> | <name>cowl-guns-bullets</name> | ||
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<trigger>/controls/armament/trigger</trigger> | <trigger>/controls/armament/trigger</trigger> | ||
. . . | . . . | ||
</syntaxhighlight> | |||
== Aircraft already equipped with guns== | == Aircraft already equipped with guns == | ||
Some aircraft have the needed submodel files included. | Some aircraft have the needed submodel files included. | ||
All aircraft equipped with guns in [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave's hangar] are capable bullet effects. Like: | All aircraft equipped with guns in [http://home.comcast.net/~davidculp2/hangar/hangar.html Dave's hangar] are capable bullet effects. Like: | ||
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* MiG-21MF (Fortele Aeriene Române) | * MiG-21MF (Fortele Aeriene Române) | ||
Other | Other aircraft (not from Dave's Hangar) include | ||
* [[General Dynamics F-16|F-16 Fighting Falcon]] | * [[General Dynamics F-16|F-16 Fighting Falcon]] | ||
* [[Sopwith Camel]] | * [[Sopwith Camel]] | ||
Line 66: | Line 72: | ||
* A6M Zero - Armed version available here : [http://www.AAliveries.yolasite.com] | * A6M Zero - Armed version available here : [http://www.AAliveries.yolasite.com] | ||
* F-15C - Armed version available above----⤴ | * F-15C - Armed version available above----⤴ | ||
* JSBSim P-51D from main repository. | |||
== Current limitations == | == Current limitations == | ||
* Submodel information is not sent with the [[Howto: Multiplayer|multiplayer]] protocol, so multiplayer users will not be effected by your bullets. The tracers, smoke and impact effects will only be seen by you. | * Submodel information is not sent with the [[Howto: Multiplayer|multiplayer]] protocol, so multiplayer users will not be effected by your bullets. The tracers, smoke and impact effects will only be seen by you. | ||
* The impact cylinder for models is fairly large, so you will see impacts occur outside of the target model's boundaries. | * The impact cylinder for models is fairly large, so you will see impacts occur outside of the target model's boundaries. | ||
== More complex/complete sample keyboard code == | == More complex/complete sample keyboard code == | ||
Different FlightGear aircraft use different locations for the main armament trigger. | Different FlightGear aircraft use different locations for the main armament trigger. Two locations are commonly used: | ||
controls/armament/trigger (preferred) | controls/armament/trigger (preferred) | ||
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controls/armament/trigger1 | controls/armament/trigger1 | ||
The following code, which you can place in your keyboard.xml file or (if you are an aircraft designer) in your aircraft's -set.xml file in the <keyboard> section, triggers both locations, both types of armament, and works with almost all FG aircraft. | The following code, which you can place in your keyboard.xml file or (if you are an aircraft designer) in your aircraft's -set.xml file in the <keyboard> section, triggers both locations, both types of armament, and works with almost all FG aircraft. | ||
It uses | It uses {{key press|e}} to trigger the main armament and {{key press|Shift|e}} to trigger the secondary: | ||
<syntaxhighlight lang="xml"> | |||
<key n="101"> | <key n="101"> | ||
<name>e</name> | <name>e</name> | ||
Line 131: | Line 138: | ||
</mod-up> | </mod-up> | ||
</key> | </key> | ||
</syntaxhighlight> | |||
==Sample joystick code == | == Sample joystick code == | ||
This sample code that can be modified/inserted into a joystick XML file uses one button to trigger the main armament and another button to trigger the secondary armament: | This sample code that can be modified/inserted into a joystick XML file uses one button to trigger the main armament and another button to trigger the secondary armament: | ||
<syntaxhighlight lang="xml"> | |||
<button n="0"> | <button n="0"> | ||
<name>trigger</name> | <name>trigger</name> | ||
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<command>nasal</command> | <command>nasal</command> | ||
<script> | <script> | ||
setprop("/controls/armament/trigger", 1); #this seems the most common | |||
setprop("ai/submodels/trigger", 1); #many planes use this instead | |||
</script> | </script> | ||
</binding> | </binding> | ||
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<command>nasal</command> | <command>nasal</command> | ||
<script> | <script> | ||
setprop("/controls/armament/trigger", 0); #this seems the most common | |||
setprop("ai/submodels/trigger", 0); #many planes use this instead | |||
</script> | </script> | ||
</binding> | </binding> | ||
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</button> | </button> | ||
<button n="1"> | <button n="1"> | ||
<name> | <name>trigger1</name> | ||
<desc> | <desc>Trigger1</desc> | ||
<binding> | <binding> | ||
<command>nasal</command> | <command>nasal</command> | ||
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</mod-up> | </mod-up> | ||
</button> | </button> | ||
</syntaxhighlight> | |||
[[Category:Aircraft enhancement]] | |||
[[Category:Howto]] |