ralian / R3D_CORE

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Engine Start Sequence - Documentation? #6

Open Colton1070 opened 11 months ago

Colton1070 commented 11 months ago

Working on a mod utilizing R3D_CORE. Trying to learn how the scripting works along with trying to discover things.

Some questions if you don't mind since it seems to be impossible to find Discords, forums, or anything which would hold my answers:

If it possible to modify the EngineStart function to facilitate stages, timings, etc? It seems to be associated with a core script I do not have access to or am too dumb to find.

How does one add or modify the action prompts which typically appear on the dashboard/exterior of the vehicle? Is this a "hard-coded" part of red line and would I have to come up with my own solution?

How do you configure a vehicle to have certain performance characteristics? Should I override R3D scripts or is there a mechanism to pass that information?

How does the vehicle "know" it's a helicopter, or maybe more accurately how does R3D know?

Thanks for the help and I know this isn't an "issue" but I am given no other choice in my search for knowledge, and I hope you don't mind the clutter.

ralian commented 9 months ago

Hey, thanks for reaching out. Apologies for the delay - I wasn't working on much in the leadup to engine v1.0. A lot has changed for helis this update, so likely the answers to your question have changed as well. However, I will try and shed a bit of light on each of your questions here:

If it possible to modify the EngineStart function to facilitate stages, timings, etc?

Not really, other than changing the amount of time the startup takes for helicopters. For fully scripted vehicles like planes, it is possible with some work to create a sequence of things which must be done, for example turning on APU then fuel and starter, etc.

How does one add or modify the action prompts which typically appear on the dashboard/exterior of the vehicle? Is this a "hard-coded" part of red line and would I have to come up with my own solution?

Read this https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Adding_scripted_action

How do you configure a vehicle to have certain performance characteristics? Should I override R3D scripts or is there a mechanism to pass that information?

See the config options in the VehicleHelicopterSimulation component. These aren't really documented yet, I have some hints for tweaking them that I wrote up, but I don't want to publish it yet since they aren't all correct. If you have any specific questions about values in the component ask away, and I will try and answer.

How does the vehicle "know" it's a helicopter, or maybe more accurately how does R3D know?

This info all comes from the class name. You can now look at the vanilla helis in workbench since they are released, you should copy how they do it.

I am thinking of writing a biki page on heli modding, I will let you know if I publish anything.