User Tools

Site Tools


a3_documentation:airfield_support_tug:how_to_use_the_tug

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

a3_documentation:airfield_support_tug:how_to_use_the_tug [2025/05/14 17:17] – created rocka3_documentation:airfield_support_tug:how_to_use_the_tug [2025/05/14 17:18] (current) rock
Line 1: Line 1:
-====== Lesh's Tow mod allows for towing of vehicles by other vehicles. ======+====== Airfield Tug: Lesh's Tow mod allows for towing of vehicles by other vehicles. ======
  
 For towing to work, both the towed vehicle and the towing vehicle need to be preconfigured with the correct config parameters in the vehicle class. The mod has most vanilla planes and helicopters configured and ready to go. Currently in vanilla only the UGV is capable of towing. Additionally the mod has a few optional configurations for various modded assets if you wish to use them. For towing to work, both the towed vehicle and the towing vehicle need to be preconfigured with the correct config parameters in the vehicle class. The mod has most vanilla planes and helicopters configured and ready to go. Currently in vanilla only the UGV is capable of towing. Additionally the mod has a few optional configurations for various modded assets if you wish to use them.
Line 25: Line 25:
 ==== Config values for a vehicle that can be towed by other vehicles ==== ==== Config values for a vehicle that can be towed by other vehicles ====
  
-**LESH_canBeTowed = 1;** //buzzard example - Again pretty self-explanatory. This is the first thing checked when someone tries to tow something by pressing the keybind. If not 1 or missing the vehicle will not be a valid target to be towed +**LESH_canBeTowed = 1;** //buzzard example - Again pretty self-explanatory. This is the first thing checked when someone tries to tow something by pressing the keybind. If not 1 or missing the vehicle will not be a valid target to be towed  **LESH_towFromFront = 1;** //buzzard example This is incase you have a vehicle that is towed from the back. If the value is 1 then all directions and speeds are unchanged. If 0 or missing all directions and velocities used are reversed (which would equal being towed from behind)\\ **LESH_AxisOffsetTarget[] = {0,6.8,-1.4};** //buzzard example This is the model space coordinates [x,y,z] for an arbitrary point at which any vehicle that can tow will be "attached". It is best if the coordinates result in a point that is slightly outside the bounding box of the vehicle as well as approximately 1m in altitude above the ground when the coordinates are transferred to world space. Or in other words that it is 1m higher than the ground contact points of the model. This is also the point at which the orange sphere will appear when you attempt towing and you are out of range.  **LESH_WheelOffset[] = {0,1.6}; **//buzzard example - This is the model space coordinates [x,y] for the wheel axis around which the target vehicle will rotate when it is being towed. Usually on the opposite side of the model compared to the AxisOffset.
- +
-**LESH_towFromFront = 1;** //buzzard example This is incase you have a vehicle that is towed from the back. If the value is 1 then all directions and speeds are unchanged. If 0 or missing all directions and velocities used are reversed (which would equal being towed from behind)\\ **LESH_AxisOffsetTarget[] = {0,6.8,-1.4};** //buzzard example This is the model space coordinates [x,y,z] for an arbitrary point at which any vehicle that can tow will be "attached". It is best if the coordinates result in a point that is slightly outside the bounding box of the vehicle as well as approximately 1m in altitude above the ground when the coordinates are transferred to world space. Or in other words that it is 1m higher than the ground contact points of the model. This is also the point at which the orange sphere will appear when you attempt towing and you are out of range. +
- +
-**LESH_WheelOffset[] = {0,1.6}; **//buzzard example - This is the model space coordinates [x,y] for the wheel axis around which the target vehicle will rotate when it is being towed. Usually on the opposite side of the model compared to the AxisOffset.+
  
 ===== How to add configs to a vehicle in a mission: ===== ===== How to add configs to a vehicle in a mission: =====
Line 40: Line 36:
 this setVariable ["LESH_AxisOffsetTarget", [0,4.5,-0.8]]; // the point at which the tow ball will appear and where the attachment point will be in model space coordinates this setVariable ["LESH_AxisOffsetTarget", [0,4.5,-0.8]]; // the point at which the tow ball will appear and where the attachment point will be in model space coordinates
 this setVariable ["LESH_WheelOffset", [0,-1.5]]; // the point around which the towed vehicle is rotated when making turns. should be aligned with the center of the rear axis this setVariable ["LESH_WheelOffset", [0,-1.5]]; // the point around which the towed vehicle is rotated when making turns. should be aligned with the center of the rear axis
- 
 </code> </code>
  
Line 48: Line 43:
 this setVariable ["LESH_canTow", 1]; // a flag to determine if the vehicle can tow 1/0 this setVariable ["LESH_canTow", 1]; // a flag to determine if the vehicle can tow 1/0
 this setVariable ["LESH_AxisOffsetTower", [0.43,-3,-0.94]]; // the connection point of the towing vehicle in model space coordinates this setVariable ["LESH_AxisOffsetTower", [0.43,-3,-0.94]]; // the connection point of the towing vehicle in model space coordinates
- 
 </code> </code>
  
a3_documentation/airfield_support_tug/how_to_use_the_tug.1747243075.txt.gz · Last modified: by rock