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theend3r

Close the Aircraft Canopy

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I know how to execute basic animations (i.e. car doors) but I simply can't find the animation names for the new planes. I've tried animationNames, which provided the following animation source list:

Spoiler

MFD_off
MFD_on
MFD_radar_ON
MFD_radar_hide
MFD_Mball_off
MFD_Mball_up_hide
MFD_Mball_ok_hide_1
MFD_Mball_ok_hide_2
MFD_Mball_down_hide
MFD_masterCaution_hide
MFD_apuFire_hide
MFD_engine_l_fire_hide
MFD_engine_r_fire_hide
MFD_Damage_Hide
MFD_gun_ammo_indicator
MFD_flaps_indicator
MFD_gear_up
MFD_gear_down
MFD_horizon_ball_rotate
MFD_horizon_ball_HorizonDive_0
MFD_horizon_ball_HorizonDive_1
MFD_horizon_ball_HorizonDive_2
MFD_compass_rotate
MFD_fuel_indicator
MFD_eng_throttle_indicator_hide
MFD_eng_throttle_indicator_1
MFD_eng_throttle_indicator_2
MFD_eng_throttle_indicator_3
MFD_eng_throttle_indicator_4
MFD_eng_throttle_indicator_5
MFD_eng_throttle_indicator_6
MFD_eng_throttle_indicator_7
MFD_eng_throttle_indicator_8
MFD_eng_throttle_indicator_9
MFD_eng_throttle_indicator_10
MFD_eng_throttle_indicator_11
MFD_eng_throttle_indicator_12
MFD_eng_throttle_indicator_13
MFD_eng_throttle_indicator_14
MFD_eng_throttle_indicator_15
MFD_eng_throttle_indicator_16
MFD_eng_throttle_indicator_17
MFD_eng_throttle_indicator_18
MFD_eng_throttle_indicator_19
MFD_eng_throttle_indicator_20
MuzzleFlashROT
Pylon_1_damageHide
Pylon_2_damageHide
Pylon_3_damageHide
Pylon_4_damageHide
stick_pilot_Bank
stick_pilot_Dive
throttle_pilot
canopy_hide
canopy_open
canopy_hydraulic_1
canopy_hydraulic_2
canopy_hydraulic_3_1
canopy_hydraulic_3_2
ladder_door
ladder_fold
ladder_fold_1
ladder_fold_2
ladder_colapse_1
ladder_colapse_2
ladder_colapse_3
ejection_seat_hide
ejection_seat_motion
pylon_1_hide
pylon_2_hide
pylon_3_hide
pylon_4_hide
slat_l1_aoa
slat_l2_aoa
slat_r1_aoa
slat_r2_aoa
slat_l1_flap
slat_l2_flap
slat_r1_flap
slat_r2_flap
aileron_l
aileron_l_flap
aileron_r
aileron_r_flap
aileron_l_cover_a
aileron_r_cover_a
flap_l
flap_r
flap_l_cover
flap_r_cover
aileron_l_cover
aileron_r_cover
rudder_l
rudder_l_brake
rudder_r
rudder_r_brake
elevator_l_1
elevator_l_2
elevator_r_1
elevator_r_2
gear_door_f_1
gear_door_f_2
gear_door_f_3
gear_door_f_4
gear_door_f_5
gear_door_l_1
gear_door_l_2
gear_door_r_1
gear_door_r_2
gear_f
gear_f_hook
gear_f_hook_down
gear_f_hydraulic_1
gear_f_hydraulic_2
suspension_f
gear_f_suspension_spring_1
gear_f_suspension_spring_2
suspension_f_lock
gear_f_suspension_spring_1_lock
gear_f_suspension_spring_2_lock
gear_f_stearing
gear_rear_l
gear_rear_hydraulic_l_1
gear_rear_hydraulic_l_2_stage1
gear_rear_hydraulic_l_2_stage2
gear_rear_hydraulic_l_2_fold
suspension_l
gear_rear_suspension_spring_l_1
gear_rear_suspension_spring_l_2
suspension_l_lock
gear_rear_suspension_spring_l_1_lock
gear_rear_suspension_spring_l_2_lock
gear_rear_r
gear_rear_hydraulic_r_1
gear_rear_hydraulic_r_2_stage1
gear_rear_hydraulic_r_2_stage2
gear_rear_hydraulic_r_2_fold
suspension_r
gear_rear_suspension_spring_r_1
gear_rear_suspension_spring_r_2
suspension_r_lock
gear_rear_suspension_spring_r_1_lock
gear_rear_suspension_spring_r_2_lock
wheels_f
wheel_l
wheel_r
engine_fan_l
engine_fan_r
engine_nozzle_l1
engine_nozzle_l1_aileron
engine_nozzle_l1_cover
engine_nozzle_l1_cover_aileron
engine_nozzle_r1
engine_nozzle_r1_aileron
engine_nozzle_r1_cover
engine_nozzle_r1_cover_aileron
engine_nozzle_l2
engine_nozzle_l2_aileron
engine_nozzle_l2_cover
engine_nozzle_l2_cover_aileron
engine_nozzle_r2
engine_nozzle_r2_aileron
engine_nozzle_r2_cover
engine_nozzle_r2_cover_aileron
engine_fire_l
engine_fire_right
engine_fire_l_damage_hide
engine_fire_r_damage_hide
tailhook
tailhook_door_l
tailhook_door_r
wing_fold_r
wing_fold_cover_r
wing_fold_l
wing_fold_cover_l
weapons_bay_l_1
weapons_bay_l_2
weapons_bay_r_1
weapons_bay_r_2
weapons_rail_l_1
weapons_rail_l_1_retract
weapons_rail_l_1_colapse
weapons_rail_r_1
weapons_rail_r_1_retract
weapons_rail_r_1_colapse
weapons_bay_c_1
weapons_bay_c_2
weapons_bay_c_3
weapons_bay_c_4
collision_lights_green
collision_lights_green_wing
collision_lights_red
collision_lights_red_wing
collision_lights_white_blinking
MainTurret
MainGun

out of which "canopy_open" seems hopeful but does nothing with any of the following commands: animateDoor , animate or animateSource.

 

Anyone have any ideas? Having an airport/carrier full of planes with open canopies doesn't look very immersive.

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Good question, only "canopy_hide" seems to work. Can recall having to pull forcedAnims out of the config for my vehicle tuning dialog, so when animating one source you'd have to animate n other sources or it wouldn't work/look odd.

Maybe things are similar here but couldn't find anything going through the planes config.

Did you try turning the jets engine to on and animate afterwards?

No idea otherwise.

 

Cheers

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This works but takes a while to activate.

null=this spawn {driver _this hideobject true;driver _this leaveVehicle  _this; sleep 14;deletevehicle driver _this};

 

deleting the pilot once the canopy starts to close will work much quicker but the engines will start and need turning off after deleting the pilot.

null=this  spawn {driver  _this forcespeed 0;sleep 2;deletevehicle driver _this;_this engineon false;};

 

I

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5 hours ago, Grumpy Old Man said:

Good question, only "canopy_hide" seems to work. Can recall having to pull forcedAnims out of the config for my vehicle tuning dialog, so when animating one source you'd have to animate n other sources or it wouldn't work/look odd.

Maybe things are similar here but couldn't find anything going through the planes config.

Did you try turning the jets engine to on and animate afterwards?

No idea otherwise.

 

Cheers

No change with engines on/off.

2 hours ago, f2k sel said:

 

This works but takes a while to activate.


null=this spawn {driver _this hideobject true;driver _this leaveVehicle  _this; sleep 14;deletevehicle driver _this};

 

deleting the pilot once the canopy starts to close will work much quicker but the engines will start and need turning off after deleting the pilot.


null=this  spawn {driver  _this forcespeed 0;sleep 2;deletevehicle driver _this;_this engineon false;};

 

I

This definitely works. Using the first solution combined with

_driver setAnimSpeedCoef 100

makes it nearly instant. It still produces the spool-down sound and closing animation but at least it works. Thanks.

 

What I use:

Spoiler

A delay of 2s is enough.


null = this spawn {_driver = driver _this; _driver hideobject true; _driver setAnimSpeedCoef 100; _driver leaveVehicle _this; sleep 2; deletevehicle _driver};

 

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It looks like the canopy closes when a unit gets out of the jet. So if you put a jet with a pilot in editor and then fully damage both engines, the pilot will automatically climb out and leave the canopy closed.

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Hiya everybody.

Has anyone in the intervening years found a more elegant solution to this?

This thread:

Suggests a similar solution with a dummy pilot that's deleted. But I would like my plane to instantly take off and fly (using BIS_fnc_AircraftCatapultLaunch ). This excludes solutions where the plane is started in the air but teleported to the ground.

Is there really no way for a plane to start with its canopy closed?

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I never found a workable animation for that... Seems to be a macro in jet model. Perhaps asking BI devs for a little code?

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Alright!

.. Where do I sign up for such a question to the BI devs (knowing they are obviously busy)?

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I know it's a bit late but i found out that the animation "ladder_fold" does close the canopy and the ladder.

This is the command:

this animate ["ladder_fold", 16, true];

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On 11/19/2022 at 12:49 PM, DasLittlePuma said:

I know it's a bit late but i found out that the animation "ladder_fold" does close the canopy and the ladder.

This is the command:

this animate ["ladder_fold", 16, true];

 

Late and not accurate. Which aircraft?

Welcome on forum btw.

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