deltagamer 612 Posted December 2, 2014 Hey everyone, I'm looking for a standing animation that uses FFV. I currently only know about the following ones but if anyone could help me out with a standing one then that would be great. gunnerAction=""; Sitting - passenger_inside_1 passenger_inside_2 passenger_inside_3 Bench - passenger_bench_1 passenger_bench_2 passenger_bench_3 Thanks :cool: Share this post Link to post Share on other sites
slatts 1978 Posted December 3, 2014 Slighty off topic but since I'm going down the same road soon. Is it possible for a standing soldier in a vehicle hatch turn in/out? Share this post Link to post Share on other sites
deltagamer 612 Posted December 3, 2014 (edited) Yeah I managed to get that working, I'll send you the config when I get on my PC. ---------- Post added at 13:38 ---------- Previous post was at 13:01 ---------- Right here's the config I have for the LAV 3, it works well with the turning out and firing. Hope this helps you out :) class CargoTurret_01: CargoTurret /// position for Firing from Vehicles { gunnerAction = ""; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seat memoryPointsGetInGunner = "pos cargo"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos cargo dir"; /// direction of get in action gunnerName = "Passenger (left Side)"; /// name of the position in the Action menu proxyIndex = 7; /// what cargo proxy is used according to index in the model maxElev = 15; /// what is the highest possible elevation of the turret minElev = -42; /// what is the lowest possible elevation of the turret maxTurn = 20; /// what is the left-most possible turn of the turret minTurn = -95; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included enabledByAnimationSource = ""; /// doesn't work unless the said animation source is 1 usepip = 0; gunnerInAction = "passenger_apc_narrow_generic02";///Your sitting animation inside cargo(can be a FFV animation) startEngine = 0; commanding = -1; outGunnerMayFire = 1; inGunnerMayFire = 0; animationSourceHatch = "hatchCargo_1"; /// when you turn out the hatch opens/closes as well }; Edited December 3, 2014 by deltagamer Share this post Link to post Share on other sites
cleggy 297 Posted December 3, 2014 I'm playing around in the same area too:) There does appear to be a standing FFV animation 'passenger_inside_4' The only problem is it's corrupt/unfinished (check the animation viewer). I've created a ticket for it on the feedback tracker. Interesting config delta. I had wondered whether there were other parameters available in the cargoTurret class other than those shown in the A3 sample heli. For the moment I've locked the cargo position associated with the FFV gunner to stop another passenger sitting in his lap! I assume you have to leave that cargo position open if you want the FFV gunner to turn in otherwise he just 'crouches a bit' but stays visibly turned out in the external view. Have you got around the fact that another passenger will try and sit in the position already occupied by the FFV gunner, and if so how? Share this post Link to post Share on other sites
deltagamer 612 Posted December 3, 2014 Yeah I had that issue when opening the 'passenger_inside_4' in animation viewer too, the character turns into Mr Stretch. As for the multiple units overlapping each other, I had the same problem as well but got around it easily. What you have to do is make sure your FFV cargo proxies are the very last ones, for example there are 8 cargo proxies in total proxy:cargo.001 to .008. Make .007 and .008 the two FFV positions and add this code in... transportSoldier=6; If you have done it right then it should be 6 ride in back positions and 2 FFV positions. If you want anymore help or you're still confused on how to do it feel free to pm me anytime and i'll help you out. Share this post Link to post Share on other sites
cleggy 297 Posted December 3, 2014 Thanks for that Delta. We've got the Scots, the Irish and the English playing with this so it's either gonna be good ... or it's gonna end in a punch up:p Share this post Link to post Share on other sites
deltagamer 612 Posted December 4, 2014 (edited) Hopefully we manage to get something decent, here's some screenshots on how it looks with my config. For some reason the standing animation works well when turned out as it seems to just attach the soldier to the proxy when switching to the out animations. I would still like a working standing animation though, because I don't think turning out all the time in something like a helicopter is a good way just for a standing animation. Edited December 4, 2014 by deltagamer Share this post Link to post Share on other sites
cleggy 297 Posted December 5, 2014 Hi Delta, bear with me here... It's been a long time since I've wrestled with a config and I've forgotten all I once knew ...(comes with age) Should I be getting a 'Turn in/Turn out' option for the FFV position or just a 'move to passenger seat'? All I can do is switch seats with one of the cargo positions Driver is 'driverCompartment =1' Turret Gunner is 'gunnerCompartment =1' sitting Cargo are 'cargoCompartment =2' If I give the FFV gunner 'gunnerCompartment=2' he will just 'switch seats' with one of the sitting cargo rather than sit in his own seat. If I give the FFV gunner his own compartment ie: 'gunnercompartment=3' I don't get the option to move from the turned out position. I'm missing something here. Also is 'animationsourceHatch' meant to work automatically because it isn't for me - I can only get it to work with a 'getin' eventhandler? Share this post Link to post Share on other sites
deltagamer 612 Posted December 7, 2014 Yeah you should be getting a turn in/turn out option and the hatch should be working automatically too. Its most likely how you have it setup as I had problems to begin with as well. I've sent you a PM, if you want I can set it up for you as I think you have done it completely different from what I would normally do. Share this post Link to post Share on other sites
Maj D. Schultz 13 Posted February 20, 2015 "passenger_boat_1"; "passenger_boat_2"; "passenger_boat_3"; "passenger_boat_4"; Share this post Link to post Share on other sites
Misconduct 99 Posted April 5, 2018 anyone? Fire RPG's from Hummingbird bench? Help please. Share this post Link to post Share on other sites