drunken officer 18 Posted December 31, 2012 hi everybody. I've a small problem. I create a object, where you can get in as gunner. In my buldozer i can turn arround 360°. On map there is problem. 3rd person = Person (proxy) & Object turning together 360°. Thats what i want! 1st person = the person move is wrong and the eyes looks everytime in the same direction! Just the model is turning, but it looks like a wrong axis. What i did: model.cfg = turning selection called LTI Oxygen: Resolution LOD: the object named "LTI" proxy named "LTI" Memory LOD: axis definied pos & pos dir named together "LTI" creating a point called "eye" and "LTI" GunnerView LOD copy the body & proxy from resolution LOD. Normlay all important things are called "LTI" to turn arround. Share this post Link to post Share on other sites
max power 21 Posted January 1, 2013 Sounds like you need to configure your turret in the unit config. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 1, 2013 Example in config.cpp class Turrets { class otocvez1 : NewTurret { animationSourceBody = "otocvez1"; animationSourceGun = "otochlaven1"; animationSourceHatch = "hatchGunner"; body = "OtocVez1"; canHideGunner = 1; castGunnerShadow = 1; commanding = -1; ejectDeadGunner = 0; forceHideGunner = 0; forceNVG = 0; gun = "OtocHlaven1"; gunBeg = "usti hlavne1"; gunEnd = "konec hlavne1"; gunnerAction = "HMMWV_Gunner04"; gunnerCompartments = "Compartment1"; gunnerFireAlsoInInternalCamera = 1; gunnerForceOptics = 0; gunnerGetInAction = "GetInLow"; gunnerGetOutAction = "GetOutLow"; gunnerInAction = "MH60_Gunner"; gunnerName = "Top gunner"; gunnerOpticsColor[] = {0,0,0,1}; gunnerOpticsEffect[] = {}; gunnerOpticsModel = "\ca\Weapons\optika_empty"; gunnerOpticsShowCursor = 0; gunnerOutFireAlsoInInternalCamera = 1; gunnerOutForceOptics = 0; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutOpticsEffect[] = {}; gunnerOutOpticsModel = ""; gunnerOutOpticsShowCursor = 0; gunnerUsesPilotView = 0; hasGunner = 1; hideWeaponsGunner = 1; inGunnerMayFire = 1; lockWhenDriverOut = 0; lockWhenVehicleSpeed = -1; LODTurnedIn = 1000; LODTurnedOut = 1000; weapons[]={"I44_MG15_mounted"}; magazines[] = {"I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft","I44_75rd_792x57_Mix_MG15_aircraft"}; maxHorizontalRotSpeed = 1.2; maxVerticalRotSpeed = 1.2; memoryPointGun = "usti hlavne1"; memoryPointGunnerOptics = "gunnerview1"; memoryPointGunnerOutOptics = ""; memoryPointsGetInGunner = "pos_cargo"; memoryPointsGetInGunnerDir = "pos_cargo_dir"; initElev = 0; initTurn = 0; minElev = -20; maxElev = 70; minTurn = -180; maxTurn = 180; missileBeg = "spice rakety"; missileEnd = "konec rakety"; outGunnerMayFire = 1; // primary = 1; primaryGunner = 1; primaryObserver = 0; proxyIndex = 1; proxyType = "CPGunner"; selectionFireAnim = "zasleh1"; soundServo[] = {"",0.00316228,1}; stabilizedInAxes = "StabilizedInAxesNone"; startEngine = 0; turrentInfoType = ""; viewGunnerInExternal = 1; viewGunnerShadow = 1; viewGunnerShadowAmb = 1; viewGunnerShadowDiff = 1; // class Turrets; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.6; minFov = 0.3; maxFov = 1.1; }; class ViewGunner { initAngleX = 5; minAngleX = -85; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; }; Share this post Link to post Share on other sites
drunken officer 18 Posted January 7, 2013 Thx Gnat. I tried it with the class ViewGunner. Nothing! In first person, the model + body (gunner) is turning but not the eyes. I checked the sample files >> searchlight. My class is calling from searchlight class. The same problem. In my memoryLOD there are - 2 axis points - gunner pos (and LTI-selection to turn around) - pos dir (and LTI-selection to turn around) - gunnerview (and LTI-selection to turn around) - eye It's doesnt matter if i delete "eye" or not, all time the same. I copy the whole config parts from the sample file and changed only the path to model, SAME problem, my eyes dont turn around. Here my config class CfgVehicles { class All; class Strategic; class Land; class LandVehicle: Land { class ViewPilot; class NewTurret; }; class StaticWeapon: LandVehicle { vehicleClass = "Static"; //driverOpticsModel = "\ca\weapons\optika_empty"; selectionClan = "clan"; //selectionDashboard = "podsvit pristroju"; //selectionShowDamage = "poskozeni"; //selectionBackLights = "light_back"; bounding = "usti hlavne"; alphaTracks = 0.7; textureTrackWheel = 0; selectionLeftOffset = ""; selectionRightOffset = ""; memoryPointTrack1L = ""; memoryPointTrack1R = ""; memoryPointTrack2L = ""; memoryPointTrack2R = ""; selectionFireAnim = "zasleh"; fireDustEffect = "FDustEffects"; class DestructionEffects {}; memoryPointMissile[] = {"spice rakety", "usti hlavne"}; memoryPointMissileDir[] = {"konec rakety", "konec hlavne"}; memoryPointCargoLight = "cargo light"; gunnerCanSee = CanSeeEye+CanSeeEar+CanSeePeripheral; gunnerHasFlares = false; class Turrets { class MainTurret: NewTurret { memoryPointsGetInGunner= "pos_gunner"; memoryPointsGetInGunnerDir= "pos_gunner_dir"; memoryPointGunnerOptics= "gunnerview"; memoryPointGun= "usti hlavne"; outGunnerMayFire = 1; gunnerOpticsModel = \ca\Weapons\optika_empty; minTurn=-180; maxTurn=+180; initTurn=0; minElev=-7; maxElev=+70; initElev=0; castGunnerShadow = 1; ejectDeadGunner = 1; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.42; minFov=0.22; maxFov=0.64; }; }; }; damperSize = 1.4; damperForce = .8; gearBox[]={-1,0,+1}; soundEnviron[] = {"", db0, 0.7}; soundEngine[] = {"", db20, 1}; soundCrash[] = {"", db-5, 1}; soundGear[] = {"", db-70, 1}; soundDammage[] = {"", db-40, 1}; getInAction=GetInMedium; getOutAction = GetOutMedium; class Wounds { tex[]={}; mat[]={}; }; icon = iconTank; mapSize = 5; displayName=$STR_DN_TANK; nameSound="tank"; accuracy=0.12; getInRadius = 3.5; fuelCapacity=0; irScanRangeMin=500; irScanRangeMax=4000; irScanToEyeFactor=1; armor=20; armorStructural=2.0; class HitEngine {armor=0.8;material=60;name=motor;passThrough=1;}; class HitHull {armor=1;material=50;name=telo;passThrough=1;}; class HitTurret {armor=0.8;material=51;name=vez;passThrough=1;}; class HitGun {armor=0.6;material=52;name=zbran;passThrough=1;}; class HitLTrack {armor=0.6;material=53;name=pas_L;passThrough=1;}; class HitRTrack {armor=0.6;material=54;name=pas_P;passThrough=1;}; extCameraPosition[]={0,1.5,-9}; class ViewPilot: ViewPilot { initAngleX=7; minAngleX=-15; maxAngleX=+25; initAngleY=0; minAngleY=-90; maxAngleY=+90; }; cost=1000000; steerAheadSimul=0.4; steerAheadPlan=0.6; predictTurnSimul=1.2; predictTurnPlan=1.8; hasGunner=1; hasCommander=0; ejectDeadDriver = 1; ejectDeadCargo = 1; hasDriver = 0; nightVision=0; driverAction = ManActCargo; driverInAction = ManActCargo; simulation=tank; // static weapons usually have no occlusion occludeSoundsWhenIn = db-0; obstructSoundsWhenIn = db-0; formationX=10; formationZ=10; precision=1; brakeDistance=0; maxSpeed=0; canFloat=0; weapons[]={FakeWeapon}; magazines[]={FakeWeapon}; type=1; threat[]={0.7, 1, 0.3}; camouflage = 1; audible = 1; hideProxyInCombat = 0; driverOpticsColor[] = {0, 0, 0, 1}; class CargoLight { color[] = {0, 0, 0, 0}; ambient[] = {0.6, 0, 0.15, 1}; brightness = 0.007; }; transportMaxMagazines = 0; transportMaxWeapons = 0; class Reflectors {}; secondaryExplosion=0; }; //class SearchLight : staticWeapon {}; class LTI: staticWeapon { //vehicleClass = "Police_Items_VehicleClass"; scope = 2; side = 1; mapSize = 1; icon = "iconStaticObject"; model="\speedcamera2\LTI.p3d"; picture="\speedcamera2\picture_icon_ca.paa"; displayName = "modern Laserspeedgun"; hiddenSelections[] = {"feld1","feld2","feld3"}; class EventHandlers { init = "_this execVM 'speedcamera2\scripts\speedgun.sqf'"; }; typicalCargo[]={SoldierWB}; gunnerHasFlares = false; gunnerOpticsModel="\ca\Weapons\optika_Aimpoint"; class Library {libTextDesc = "A speed check unique, based on laser technologie" }; class Reflectors {}; class Turrets : Turrets { class MainTurret : MainTurret { //weapons[]={LTI}; minElev=-10; minTurn=-180; maxTurn=+180; initTurn=0; gunnerAction = "searchlight_Gunner"; class ViewGunner { initAngleX = 0; minAngleX =-360; maxAngleX = 360; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; }; }; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2013 All the code before "class LTI: staticWeapon" is bad practice, you should not be "redefining" classes that already exist, just inheriting. Your code should be more like this; class CfgVehicles { class LandVehicle; class StaticWeapon: LandVehicle { class ViewGunner; class NewTurret; }; class LTI: staticWeapon { //vehicleClass = "Police_Items_VehicleClass"; scope = 2; side = 1; mapSize = 1; icon = "iconStaticObject"; model="\speedcamera2\LTI.p3d"; picture="\speedcamera2\picture_icon_ca.paa"; displayName = "modern Laserspeedgun"; hiddenSelections[] = {"feld1","feld2","feld3"}; class EventHandlers { init = "_this execVM 'speedcamera2\scripts\speedgun.sqf'"; }; typicalCargo[]={SoldierWB}; gunnerHasFlares = false; gunnerOpticsModel="\ca\Weapons\optika_Aimpoint"; class Library {libTextDesc = "A speed check unique, based on laser technologie" }; class Reflectors {}; class Turrets { class MainTurret : NewTurret { //weapons[]={LTI}; minElev=-10; minTurn=-180; maxTurn=+180; initTurn=0; gunnerAction = "searchlight_Gunner"; class ViewGunner { initAngleX = 0; minAngleX =-360; maxAngleX = 360; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.7; minFov = 0.42; maxFov = 0.85; }; }; }; }; }; Untested As for the "eye" view ...... Only "gunnerview" is used as the eye's looking point. But that point needs to have 2 other names also defined on it so it moves with the turret as one. If you are using default definitions then I believe the point also needs to be named both "main1gun" and "main1turret". Share this post Link to post Share on other sites
MacA 1 Posted January 8, 2013 Been looking for something like this. Great help. Share this post Link to post Share on other sites