Blitzen 10 Posted October 5, 2010 I've tried several of the Hummer addons posted on ofpr.info, but I seem to have the same problem with all of them: the gunner dosent appear at the gun turrent but instead is halfway in the hummer and halfway out. Is there anyway to fix this? Here are the two hummer packs that I've tried: Pack #1 Pack #2 I really hope there is a way to fix this because I'm diggin that TOW hummer :D FYI: Im running FFUR SLX 2.5 Share this post Link to post Share on other sites
sanctuary 19 Posted October 5, 2010 FYI: Im running FFUR SLX 2.5 Have you tried without FFUR ? It is possible the addon you are trying to use is not compatible with FFUR. Share this post Link to post Share on other sites
Bielow 10 Posted October 5, 2010 (edited) Sometimes ago I had all FFUR'S on my hdd. Most of FFUR's (If I remember correctly only one of them was friendly to other addons, but I don't remember which) are incompatible with 3rd party addons... Only with vanilla ofp addons didn't had problems. As Sanctuary said You should try without FFUR or add them to config of FFUR ;) BTW Generally most of mods e.g FFUR SLX, MCM SLX etc aren't friendly to play other addons with them. Edited October 5, 2010 by Bielow Share this post Link to post Share on other sites
Blitzen 10 Posted October 6, 2010 (edited) Have you tried without FFUR ?It is possible the addon you are trying to use is not compatible with FFUR. I checked em without FFUR and they worked. The thing is, they work in FFUR, its just that the gunner is in the wrong positoin.... :( could it be the troops that Im using or is it just a problem with FFUR or add them to config of FFUR How would this be done (editing the config, I know--FFUR SLX 2.5 comes with an editable copy) and how hard would it be? Edited October 6, 2010 by Blitzen Share this post Link to post Share on other sites
nimravus 10 Posted October 6, 2010 (edited) could it be the troops that Im using or is it just a problem with FFURHummwes's gunners use BIS m2gunner animation, proxies in the models are adjusted to fit standard animation. FFUR config replaces standard BIS animation file with its own: class M2Gunner: Driver { file="\ffur_anims\lean\M2Gunnerstat.rtm"; And that causes the problem, I guess. How would this be doneIf you want to edit FFUR's config, you can make it by defining standard bis anim file to the m2gunner class, or just replace the m2gunner classes with the same classes copied from BIS config. So, you've done it. Hummwees should work correctly. But now, maybe (not sure though), it would cause problem with FFUR's static MGs, cause they use m2gunner animation too. It could be solved by creating a special class for FFUR MGs gunners.SO: - Open the FFUR config file with Notepad and use 'search' function. Type 'm2gunner' there and find the needed classes m2gunner="m2Gunner"; in CfgvehicleActions and M2Gunner, M2GunnerV1, M2GunnerDying, M2 gunnerDead in CfgMovesMC. Rename these classes. For ex, m2gunner_new, m2gunnerV1_new and so on. You'll use them later for ffur's static MGs. - Open BIS config file (use BinView for debinarizing), find m2gunner-connected classes and copy those lines to your FFUR config. Id est, you replace FFUR's M2gunner action with BIS one. Hummwees should work correctly now. But, do one thing more. Find M2StaticMg class in the FFUR config. There should be lines: gunnerAction="ManActM2Gunner";gunnerInAction="ManActM2Gunner"; See? M2 static uses M2Gunner animation. Replace ManActM2Gunner with (for instance) ManActM2Gunner_new (name of the vehicle action you just created). Probably, FFURs static MGs would work correctlly with BIS gunner animation, I'm not sure. ---------- Post added at 04:29 PM ---------- Previous post was at 04:21 PM ---------- Here's a piece of code needed from BIS config (CfgMovesMc class) class M2Gunner:Driver { file="M2Gunnerstat.rtm"; speed=10000000000.0; looped=1; variantsAI[]={"M2GunnerV1",0.7,"M2Gunner"}; interpolateWith[]={"M2GunnerV1",0.5}; equivalentTo="M2Gunner"; interpolationSpeed=1; connectTo[]={"M2GunnerDying",1}; }; class M2GunnerV1:M2Gunner { file="M2Gunner.rtm"; speed=-4; looped=1; }; class M2GunnerDying:DefaultDie { actions="NoActions"; file="M2Gunnersmrt.rtm"; speed=-1; looped=0; soundEnabled=0; connectFrom[]={"M2Gunner",1}; }; class M2GunnerDead:M2GunnerDying { actions="DeadActions"; file="M2Gunnersmrt2.rtm"; speed=10000000000.0; terminal=1; connectFrom[]={"M2GunnerDying",1}; connectTo[]={"DeadState",1}; }; Edited October 6, 2010 by Nimravus Share this post Link to post Share on other sites
Blitzen 10 Posted October 6, 2010 (edited) Got a few questions for you....;) Do I go through the FFUR config and rename everything dealing with "m2gunner" or is it just the ones that you specified? I'm assuming that renaming will create a new class (or whatever its called) and then by adding the standard BI config stuff I am adding even more classes? Where do I add this new BI config stuff to the FFUR config file? Does it overwrite something or is it new material? Thanks **EDIT** Nevermind :) Edited October 6, 2010 by Blitzen Share this post Link to post Share on other sites