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Chairborne

Vehicle LOD selection issue

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I am working on this vehicle (BTR-60PB) which SHOULD have a turn in/out function with proper interiors for commander and driver positions.

The problem is that, while everything works correctly for the commander, the driver doesn't get the proper LOD to show when turned out.

I tried using the "LODTurnedIn/Out =" config entry but that doesn't seem to do absolutely anything.

What am i doing wrong here?

Is there any way i can tell the game to show a specific LOD to the driver?

Could it be a game issue (maybe the devs weren't expecting any vehicle to do such things)?

Screens:

(commander)

https://www.dropbox.com/s/9h5wrjn8w82w3f2/arma3%202015-02-23%2010-04-04-70.png?dl=0

https://www.dropbox.com/s/723b83jnqmhgmzq/arma3%202015-02-23%2010-04-20-31.png?dl=0

(driver)

https://www.dropbox.com/s/08zehv4r4z8f7fc/arma3%202015-02-23%2010-04-28-50.png?dl=0

https://www.dropbox.com/s/gusyhknlwvpq30u/arma3%202015-02-23%2010-04-37-83.png?dl=0

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Can happen if inheriting from "Car" class, as this class handles crew view lods a little different.

Players will always use the View Cargo LOD unless correct View Pilot LOD is present. Commander has seperate view lod class. (if that makes any sense)

So basically, View Pilot LOD overrides all others for driver (but it needs to be present in .p3d), if not driver will default to View Cargo

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So i would have to duplicate the View - Cargo LOD as View - Pilot so everything starts working properly again?

---------- Post added at 02:50 PM ---------- Previous post was at 01:17 PM ----------

It doesn't work, even with View - Pilot LOD when i turn out it keeps using the same LOD as when i'm turned in.

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Yes i also tried without it, with no success.

config:

#include "basicdefines_A3.hpp"
#include "CfgFactionClasses.hpp"
#include "CfgWeapons.hpp"
#include "CrewAnimations.hpp"

// BTR60
class CfgPatches
{
class Cha_BTR60
{
	units[] = {"Cha_BTR60_TK"}; //sistemare
	weapons[] = {};
	requiredVersion = 0.10;
	requiredAddons[] = {};
};
};


#define VIEW_GUNNER 1000
#define VIEW_PILOT 1100
#define VIEW_CARGO 1200


class WeaponFireGun;
class WeaponCloudsGun;
class WeaponFireMGun;
class WeaponCloudsMGun;

class CfgVehicles
{
class Car;
class Car_F: Car
{
	class HitPoints
	{
		class HitLFWheel;
		class HitLBWheel;
		class HitLMWheel;
		class HitLF2Wheel;

		class HitRFWheel;
		class HitRBWheel;
		class HitRMWheel;
		class HitRF2Wheel;
	};
	class NewTurret;
	class Turrets
	{
		class MainTurret:NewTurret
		{
			class HitPoints;
		};
	};
	class ViewPilot;
	class AnimationSources;
};
class Wheeled_APC_F: Car_F {};

class Cha_BTR60_TK : Wheeled_APC_F      //BRDM2_base GOES HERE// just bigger version of the same vehicle
{
	htMin = 60;		// Minimum half-cooling time (in seconds)
	htMax = 1800;	// Maximum half-cooling time (in seconds)
	afMax = 200;	// Maximum temperature in case the model is alive (in celsius)
	mfMax = 100;	// Maximum temperature when the model is moving (in celsius)
	mFact = 0;		// Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 0;	 	// Metabolism temperature of the model (in celsius)

	expansion = 1;	//u wot m8?
	armor = 80; // simillar to BRDM2
	damageResistance = 0.01849;

	scope = 2;
	side = 0;
	faction = "Cha_Tka";
	crew = "O_Crew_F";
	typicalCargo[]={"O_Crew_F","O_Crew_F","O_Crew_F"};

	Picture = "\cha\cha_btr60\data\ui\Picture_btr60_CA.paa";
	Icon = "\cha\cha_btr60\data\ui\Icon_btr60_CA.paa";
	mapSize = 7;

	model = "\cha\cha_btr60\model\BTR60";
	displayName = "BTR-60PB";
	author = "Chairborne";
	class Library {libTextDesc = $STR_EP1_LIB_BTR60_TK;}; //todo

	//threat[] VSoft, VArmor, VAir
	threat[]={1.0, 0.6, 0.6};

	/*----SFX-----*/

	#include "CfgSounds.hpp"

	class HitPoints : HitPoints
	{
		class HitBody 
		{
			armor=1;
			material=-1;
			name="zbytek";
			visual="zbytek";
			minimalHit = 0.4;
			passThrough=1;
		};
		class HitEngine 
		{
			armor=2;
			material=-1;
			name="motor";
			visual="zbytek";
			passThrough=0.5; //passthrough
		}; 
		class HitFuel 
		{
			armor=1;
			material=-1;
			name="palivo";
			visual="zbytek";
			passThrough=0;
		};
		class HitLFWheel: HitLFWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitLBWheel: HitLBWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitLMWheel: HitLMWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitLF2Wheel: HitLF2Wheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitRFWheel: HitRFWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitRBWheel: HitRBWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitRMWheel: HitRMWheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
		class HitRF2Wheel: HitRF2Wheel
		{
			armor = 0.7;
			minimalHit = 0.02;
			explosionShielding = 4;
			radius = 0.25;
		};
	};

	canFloat=true;
	waterangulardampingcoef = 5.0;//10;
	waterresistance = 5;//9;
	waterPPInVehicle = 0;
	waterResistanceCoef = 0.12;
	waterLinearDampingCoefX = 2.5;
	waterLinearDampingCoefY = 2;
	engineShiftY = 0.1;

	turnCoef = 2.5;
	#include "CfgPhysx.hpp"

	commanderCanSee = 31; //See all
	gunnerCanSee = 30;
	//               driverCanSee = 31;
	hascommander = true;
//		gunnerHasFlares = true;
	weapons[]={};
	magazines[]={};

	driverOpticsModel = "\a3\weapons_f\reticle\Optics_Driver_01_F";
	//driverOpticsOutModel = "CA\Tracked_E\driverOptics"; NOT SURE
	driverForceOptics = 0;
	forceHideDriver = 0;
	driverRightHandAnimName = ""; //disable this because the driver is turned out of the vehicle
	driverLeftHandAnimName = "";
	LODTurnedIn = VIEW_CARGO;
	LODTurnedOut = VIEW_PILOT;

	radarType = 4;

	class ViewOptics
	{
		initAngleX=0; minAngleX=-30; maxAngleX=+30;
		initAngleY=0; minAngleY=-100; maxAngleY=+100;
		initFov=0.455; minFov=0.455; maxFov=0.455;
	};
	// internal camera viewing limitations

	class ViewPilot
	{
     			initAngleX=10; minAngleX=-65; maxAngleX=+85; //Rg 30;
     			initAngleY=20; minAngleY=-150; maxAngleY=+150; //Rg 100;
//		      	initFov=0.7; minFov=0.25; maxFov=1.4;
	      	initFov=0.85; minFov=0.455; maxFov=1.2;
	};

	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			body = "mainTurret";
			gun = "mainGun";
			weapons[] = {"Cha_BTR60_KPVT","Cha_BTR60_PKT"};
			soundServo[]={"A3\sounds_f\dummysound", db-20, 1.0,15};
			//soundServo[]={\ca\wheeled\Data\Sound\servo4, db-52, 1.0};
			magazines[] = {"Cha_BTR60_KPVT_500Rnd","Cha_BTR60_PKT_1500Rnd"};
			//selectionFireAnim = "zasleh_1";

			// Optics effects
			gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2","OpticsCHAbera2"};

			class ViewOptics
			{
				initAngleX=0; minAngleX=-30; maxAngleX=+30;
				initAngleY=0; minAngleY=-100; maxAngleY=+100;
				initFov=0.200; minFov=0.058; maxFov=0.200; //2-5x
				visionMode[] = {"Normal","NVG"};
			};
			class ViewGunner: ViewOptics
			{
				initAngleX = -15;
				minAngleX = -45;
				maxAngleX = 45;
				initFov = 0.9;
				minFov = 0.42;
				maxFov = 0.9;
				visionMode[] = {};
			};

			gunnerAction = BTR60_Gunner_EP1;
			gunnerInAction = BTR60_Gunner_EP1;
			gunnerGetInAction = GetInHigh;
			gunnerGetOutAction = GetOutHigh;
			// gunnerOpticsModel = "\ca\weapons\2Dscope_BRDMgun";
			gunnerOpticsModel = "\cha\cha_btr60\model\2Dscope_BMPgun";
			gunnerForceOptics = 0;
			forceHideGunner = 1;


			startEngine=false;
			stabilizedInAxes = StabilizedInAxesNone;
			commanding = -1;
			primaryGunner = 1;
			primaryObserver = 0;
			class HitPoints : HitPoints
   			{
				class HitTurret {armor=0.8;material=-1;name="vez";visual="vez";passThrough=1;};
			};
		};

		class CommanderTurret: MainTurret
		{
			body = "ObsTurret";
			gun = "ObsGun";
			proxyType = CPCommander;
			proxyIndex = 1;
			gunnerName = "Commander";
			primaryGunner = 0;
			primaryObserver = 1;
			gunnerOpticsShowCursor=0;
			//LODTurnedIn = VIEW_CARGO;
			//LODTurnedOut = 0.000;
			animationSourceBody =  "obsTurret";
			animationSourceGun =   "obsGun";
			animationSourceHatch = "hatchCommander";
			minElev=-10; maxElev=+20; initElev=0;
			minTurn=-90; maxTurn=+90; initTurn=0;
			weapons[] = {};
			soundServo[]={"", db-50, 1.0};
			//soundServo[]={\ca\wheeled\Data\Sound\servo4, db-52, 1.0};
			magazines[] = {};

			// Optics effects
			gunnerOpticsEffect[] = {"TankGunnerOptics1","OpticsBlur2","OpticsCHAbera2"};

			class ViewOptics
			{
				initAngleX=0; minAngleX=-30; maxAngleX=+30;
				initAngleY=0; minAngleY=-100; maxAngleY=+100;
				initFov=0.300; minFov=0.093; maxFov=0.466;
				visionMode[] = {"Normal","NVG"};
			};
			class ViewGunner: ViewOptics
			{
				initAngleX = -15;
				minAngleX = -45;
				maxAngleX = 45;
				initFov = 0.9;
				minFov = 0.42;
				maxFov = 0.9;
				visionMode[] = {};
			};

			forceHideGunner = 0;
			gunnerAction = BTR60_CommanderOut_EP1;
			gunnerInAction = BTR60_Commander_EP1;
			// gunnerOpticsModel = "\ca\weapons\2Dscope_BRDMgun";
			gunnerOpticsModel = "\cha\cha_btr60\model\2Dscope_com3";
			gunnerOutOpticsModel = "";
			gunnerOutOpticsColor[] = {0, 0, 0, 1};
			gunnerForceOptics = 0;
			gunnerOutForceOptics = false;
			gunnerOutOpticsShowCursor = false;
			startEngine=false;
			stabilizedInAxes = StabilizedInAxesNone;
			commanding = 1;
			memoryPointGunnerOutOptics = "commander_weapon_view";
			memoryPointGunnerOptics= "commanderview";
			memoryPointsGetInGunner= "pos commander";
			memoryPointsGetInGunnerDir= "pos commander dir";
			outGunnerMayFire = 0;
		};
	};

	transportSoldier = 8;

//		driverAction = BTR60_DriverOut_EP1;
	driverAction = BTR60_DriverOut_EP1;
	driverInAction = BTR60_Driver_EP1;
	cargoAction[] = {BTR60_Cargo01_EP1,BTR60_Cargo01_EP1,BTR60_Cargo02_EP1,BTR60_Cargo03_EP1,BTR60_Cargo04_EP1,BTR60_Cargo02_EP1,BTR60_Cargo03_EP1,BTR60_Cargo04_EP1};

	viewCargoShadow = true;
/*	viewDriverShadow = true;
	viewGunnerShadow = true;*/

	viewCargoShadowDiff = 0.05;
/*	viewDriverShadowDiff = 0.05;
	viewGunnerShadowDiff = 0.05;*/

	transportAmmo = 0;
	supplyRadius = 1.7;
	transportMaxMagazines = 100;
	transportMaxWeapons = 10;

	class Reflectors
	{
		class Left
		{
			color[] = {1900,1800,1700};
			ambient[] = {5,5,5};
			position = "L svetlo";
			direction = "konec L svetla";
			hitpoint = "L svetlo";
			selection = "L svetlo";
			size = 1;
			innerAngle = 100;
			outerAngle = 179;
			coneFadeCoef = 10;
			intensity = 1;
			useFlare = 1;
			dayLight = 0;
			flareSize = 1.0;
			class Attenuation
			{
				start = 1.0;
				constant = 0;
				linear = 0;
				quadratic = 0.25;
				hardLimitStart = 30;
				hardLimitEnd = 60;
			};
		};
		class Right:Left
		{
			position = "P svetlo";
			direction = "konec P svetla";
			hitpoint = "P svetlo";
			selection = "P svetlo";
		};
		class commander_light:Left
		{
			position = "svetlo commander";
			direction = "svetlo commander konec";
			hitpoint = "svetlo commander";
			selection = "svetlo commander";
		};
	};
	class Exhausts
	{
		class Exhaust1
		{
			position = "vyfuk start";
			direction = "vyfuk konec";
			effect = "ExhaustsEffectAMV";
		};
		class Exhaust2: Exhaust1
		{
			position = "vyfuk2 start";
			direction = "vyfuk2 konec";
		};
	};
	class Damage
	{
		tex[]={};
		mat[]=
		{
			"Cha\Cha_BTR60\Data\btr60_body.rvmat",
			"Cha\Cha_BTR60\Data\btr60_body_damage.rvmat",
			"Cha\Cha_BTR60\Data\btr60_body_destruct.rvmat",

			"Cha\Cha_BTR60\Data\btr60_details.rvmat",
			"Cha\Cha_BTR60\Data\btr60_details_damage.rvmat",
			"Cha\Cha_BTR60\Data\btr60_details_destruct.rvmat",

			"A3\Data_F\default.rvmat",
			"A3\Data_F\default.rvmat",
			"A3\Data_F\default_destruct.rvmat"
		};
	};
	hiddenSelections[] =
	{
	};
	hiddenSelectionsTextures[] =
	{
		"\Cha\Cha_BTR60\Data\btr60_body_co.paa",
		"\Cha\Cha_BTR60\Data\btr60_details_co.paa"
	};
	class AnimationSources: AnimationSources
	{
		class recoil_source
		{
			source="reload";
			weapon="Cha_BTR60_KPVT";
		};
		class muzzle_hide
		{
			source = "reload";
			weapon = "Cha_BTR60_KPVT";
		};
		class muzzle_rot
		{
			source = "ammorandom";
			weapon = "Cha_BTR60_KPVT";
		};
		class HitLFWheel
		{
			source = "Hit";
			hitpoint = "HitLFWheel";
			raw = 1;
		};
		class HitLF2Wheel
		{
			source = "Hit";
			hitpoint = "HitLBWheel";
			raw = 1;
		};
		class HitLMWheel
		{
			source = "Hit";
			hitpoint = "HitLMWheel";
			raw = 1;
		};
		class HitLBWheel
		{
			source = "Hit";
			hitpoint = "HitLF2Wheel";
			raw = 1;
		};
		class HitRFWheel
		{
			source = "Hit";
			hitpoint = "HitRFWheel";
			raw = 1;
		};
		class HitRF2Wheel
		{
			source = "Hit";
			hitpoint = "HitRBWheel";
			raw = 1;
		};
		class HitRMWheel
		{
			source = "Hit";
			hitpoint = "HitRMWheel";
			raw = 1;
		};
		class HitRBWheel
		{
			source = "Hit";
			hitpoint = "HitRF2Wheel";
			raw = 1;
		};
	};
};
};

model

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};
class CfgSkeletons
{
class Default
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
};
class Vehicle : Default {};
class Car : Vehicle {
		skeletonBones[]=
		{
			"drivewheel","",

			"wheel_1_1_damper_land","",
			"wheel_1_2_damper_land","",
			"wheel_1_3_damper_land","",
			"wheel_1_4_damper_land","",

			"wheel_2_1_damper_land","",
			"wheel_2_2_damper_land","",
			"wheel_2_3_damper_land","",
			"wheel_2_4_damper_land","",

			"wheel_1_1_damper","wheel_1_1_damper_land",
			"wheel_1_2_damper","wheel_1_2_damper_land",
			"wheel_1_3_damper","wheel_1_3_damper_land",
			"wheel_1_4_damper","wheel_1_4_damper_land",

			"wheel_2_1_damper","wheel_2_1_damper_land",
			"wheel_2_2_damper","wheel_2_2_damper_land",
			"wheel_2_3_damper","wheel_2_3_damper_land",
			"wheel_2_4_damper","wheel_2_4_damper_land",

			"wheel_1_1_steering","wheel_1_1_damper",
			"wheel_1_2_steering","wheel_1_2_damper",
			"wheel_1_3_steering","wheel_1_3_damper",
			"wheel_1_4_steering","wheel_1_4_damper",

			"wheel_2_1_steering","wheel_2_1_damper",
			"wheel_2_2_steering","wheel_2_2_damper",
			"wheel_2_3_steering","wheel_2_3_damper",
			"wheel_2_4_steering","wheel_2_4_damper",

			"wheel_1_1","wheel_1_1_steering",
			"wheel_1_2","wheel_1_2_steering",
			"wheel_1_3","wheel_1_3_steering",
			"wheel_1_4","wheel_1_4_steering",

			"wheel_2_1","wheel_2_1_steering",
			"wheel_2_2","wheel_2_2_steering",
			"wheel_2_3","wheel_2_3_steering",
			"wheel_2_4","wheel_2_4_steering",

			"wheel_1_1_unhide","wheel_1_1",
			"wheel_1_2_unhide","wheel_1_2",
			"wheel_1_3_unhide","wheel_1_3",
			"wheel_1_4_unhide","wheel_1_4",

			"wheel_2_1_unhide","wheel_2_1",
			"wheel_2_2_unhide","wheel_2_2",
			"wheel_2_3_unhide","wheel_2_3",
			"wheel_2_4_unhide","wheel_2_4",

			"wheel_1_1_hide","wheel_1_1",
			"wheel_1_2_hide","wheel_1_2",
			"wheel_1_3_hide","wheel_1_3",
			"wheel_1_4_hide","wheel_1_4",

			"wheel_2_1_hide","wheel_2_1",
			"wheel_2_2_hide","wheel_2_2",
			"wheel_2_3_hide","wheel_2_3",
			"wheel_2_4_hide","wheel_2_4",

			"OtocVez","",
			"OtocHlaven","OtocVez",
			// "ammo_belt","OtocHlaven",

			"damageHide","",
			"damageVez","OtocVez",
			"damageHlaven","OtocHlaven",

			"ukaz_rychlo","",
			"ukaz_rychlo2","",
			"ukaz_rpm","",
			"mph","",
			"rpm","",
			"fuel","",
			"fuel_1","",
			"fuel_01","",
			"fuel_2","",
			"fuel_3","",
			"prop_01","",
			"prop_02","",
			"prop_2","",
			"prop_1","",
			"glass1","damageHide",
			"glass2","damageHide",
			"glass3","damageHide",
			"glass4","damageHide"
		};
};
class BTR60skeleton:Car
{
	skeletonInherit="Car";
	skeletonBones[]=
	{
		"recoilHlaven","OtocHlaven",
		"zasleh_1","recoilHlaven",
		"hatch_driver","",
		"hatch_driver1","",
		"btrcommander_hatch","",  
		"com_Velitele","",
		"com_hlaven","com_Velitele",
		// "prop_1","", -> already defined in car's model
		"prop_3","",
		"prop_4","",
		"prop_5","",
		"prop_6","",
		"prop_7","",
		"prop_8",""
	};
};
};
class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[] = {};
	skeletonName = "";
};
class Vehicle: Default
{
	sections[] =
	{
		"cislo",
		"grupa",
		"side",
		"sektor",
		"clan",
		"clan_sign",
		"podsvit pristroju",
		"poskozeni",
		"L svetlo",
		"P svetlo",
		"zasleh"
	};
};
class Car: Vehicle
{
	htMin = 60;		// Minimum half-cooling time (in seconds)
	htMax = 1800;	// Maximum half-cooling time (in seconds)
	afMax = 200;	// Maximum temperature in case the model is alive (in celsius)
	mfMax = 100;	// Maximum temperature when the model is moving (in celsius)
	mFact = 0;		// Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
	tBody = 0;	 	// Metabolism temperature of the model (in celsius)

	sections[]=
	{
		"ammo",
/*			"sklo predni p",
		"sklo predni l",
		"sklo strana l",
		"sklo strana p",*/
		"zadni svetlo",
		"brzdove svetlo",
		"spz",
		"motor",
		"zbran",
		"vez",
		"zbytek",
		/*
		"wheel_1_1_hide",
		"wheel_1_2_hide",
		"wheel_1_3_hide",
		"wheel_1_4_hide",
		"wheel_2_1_hide",
		"wheel_2_2_hide",
		"wheel_2_3_hide",
		"wheel_2_4_hide",
		*/
		"clan",
		"clan_sign",
		"zasleh",
		"P svetlo",
		"L svetlo",
		"podsvit pristroju",
		"glass1",
		"glass2",
		"glass3",
		"glass4"
	};
	skeletonName="Car";
	class Animations
	{
		// destruct START
		class damageHide
		{
			type="hide";
			source="damage"; //damage //test
			selection="damageHide";
			hideValue=1.0;
		};
		class damageHideVez:damageHide
		{
			selection="OtocVez";
		};
		class damageHideHlaven:damageHide
		{
			selection="OtocHlaven";
		};

		// Wheels START
		// Wheels Complete Destruct START
		class wheel_1_1_destruct
		{
			type="hide";
			selection="wheel_1_1_hide";
			source="HitLFWheel";
			minValue = 0; // upravit na 0.99
			maxValue = 1; // upravit na 1.0
			hidevalue = 0.99;
		};
		class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";};
		class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";};
		class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";};

		class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";};
		class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";};
		class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";};
		class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";};

		class wheel_1_1_destruct_unhide
		{
			type="hide";
			selection="wheel_1_1_unhide";
			source="HitLFWheel";
			minValue = -1; // upravit na 0.99
			maxValue = 0; // upravit na 1.0
			hidevalue = 0.01;
			sourceAddress="mirror";
		};
		class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";};
		class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";};
		class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";};

		class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";};
		class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";};
		class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";};
		class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";};

		// Wheels Complete Destruct END

		#define DamageOffset 0.2

		// Wheels Damage START
		class wheel_1_1_Damage:wheel_1_1_destruct
		{
			type="translation";
			axis="Basic_Damper_Destruct_Axis";
			memory=1;
			selection="wheel_1_1_damper_land";
			source="HitLFWheel";
			minValue = 0.0;
			maxValue = 1;
			offset0 = 0;
			offset1 = DamageOffset;
		};
		class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper_land";};
		class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper_land";};
		class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper_land";};

		class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper_land";};
		class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper_land";};
		class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper_land";};
		class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper_land";};


		// animace damper smerem nahoru START
		class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;};
		class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};
		class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";};
		class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";};

		class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";};
		class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";};
		class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";};
		class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";};
		// animace damper smerem nahoru END

		// Wheels Damage END
		// Wheels END

			//Glass Damage START
			class Glass1_destruct
			{
				type="hide";
				selection="glass1";
				source="HitGlass1";
				minValue = 0; // upravit na 0.99
				maxValue = 1; // upravit na 1.0
				hidevalue = 0.99;
			};
			class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";};
			class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";};
			class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";};
			//Glass Damage END

		// destruct END
		class Fuel: Rotation
		{
			source="fuel";
			selection="fuel";
			axis="fuel_axis";
			maxValue=1;
			memory=1;
			angle0="rad -110";
			angle1=0;
		};
		class IndicatorSpeed: Rotation
		{
			source="speed";
			selection="mph";
			axis="mph_axis";
			memory=1;
			maxValue=38.900002;
			angle1="rad -265";
		};
		class IndicatorFuel: Rotation
		{
			type="rotation";
			source="fuel";
			selection="fuel_1";
			axis="fuel_1_axis";
			memory=1;
			minValue=0.000000;
			maxValue=1.000000;
			angle0=-0.087266;
			angle1=-1.658063;
		};
		class IndicatorRPM: Rotation
		{
			source="rpm";
			selection="rpm";
			axis="rpm_axis";
			memory=1;
			angle1="rad 80";
		};
		class DrivingWheel: Rotation
		{
			source="drivingWheel";
			selection="drivewheel";
			axis="drivewheel_axis";
			minValue=-1;
			maxValue=1;
			angle0=-4;
			angle1=4;
		};
		class Steering_1_1
		{
			type="rotationY";
			source="drivingWheel";
			selection="wheel_1_1_steering";
			axis="wheel_1_1_steering_axis";
			memory=1;
			minValue="rad -90";
			maxValue="rad +90";
			angle0="rad 35";
			angle1="rad -35";
		};
		class Steering_2_1: Steering_1_1
		{
			selection="wheel_2_1_steering";
			axis="wheel_2_1_steering_axis";
		};
		class Wheel_1_1
		{
			type="rotationX";
			source="wheel";
			selection="wheel_1_1";
			axis="wheel_1_1_axis";
			memory=1;
			sourceAddress="loop";
			minValue=0;
			maxValue=1;
			angle0=0;
			angle1="rad -360";
		};
		class wheel_2_1: Wheel_1_1
		{
			selection="wheel_2_1";
			axis="wheel_2_1_axis";
		};
		class wheel_1_2: Wheel_1_1
		{
			selection="wheel_1_2";
			axis="wheel_1_2_axis";
		};
		class wheel_1_3: Wheel_1_1
		{
			selection="wheel_1_3";
			axis="wheel_1_3_axis";
		};
		class Wheel_2_2: Wheel_1_1
		{
			selection="wheel_2_2";
			axis="wheel_2_2_axis";
		};
		class Wheel_2_3: Wheel_1_1
		{
			selection="wheel_2_3";
			axis="wheel_2_3_axis";
		};
		class Wheel_1_4: Wheel_1_1
		{
			selection="wheel_1_4";
			axis="wheel_1_4_axis";
		};
		class Wheel_2_4: Wheel_1_1
		{
			selection="wheel_2_4";
			axis="wheel_2_4_axis";
		};
		class Wheel_1_1_Damper
		{
			type="translationY";
			source="damper";
			selection="wheel_1_1_damper_land";
			axis="";
			minValue=-1;
			maxValue=1;
			memory=1;
		};
		class wheel_2_1_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_1_damper_land";
		};
		class wheel_1_2_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_2_damper_land";
		};
		class wheel_1_3_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_3_damper_land";
		};
		class Wheel_2_2_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_2_damper_land";
		};
		class Wheel_2_3_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_3_damper_land";
		};
		class Wheel_1_4_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_4_damper_land";
		};
		class Wheel_2_4_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_4_damper_land";
		};
		/*
		class Hood: Rotation
		{
			source="hood";
			selection="hood";
			axis="hood_axis";
			angle1="rad 80";
		};
		class Door_1_1: Rotation
		{
			selection="door_1_1";
			axis="door_1_1_axis";
			angle1=-1.570796;
			source="door_1_1";
		};
		class Door_1_2: Door_1_1
		{
			selection="door_1_2";
			axis="door_1_2_axis";
			angle1=1.570796;
			source="door_1_2";
		};
		class Door_2_1: Door_1_1
		{
			selection="door_2_1";
			axis="door_2_1_axis";
			source="door_2_1";
		};
		class Door_2_2: Door_1_1
		{
			selection="door_2_2";
			axis="door_2_2_axis";
			angle1=1.570796;
			source="door_2_2";
		};
		class Trunk: Rotation
		{
			selection="trunk";
			axis="trunk_axis";
			angle1=1.570796;
			source="trunk";
		};
		*/
	};
};
class BTR60: Car
{
	skeletonName="BTR60skeleton";
	sectionsInherit="Car";
	sections[]=
	{
		"zasleh",
		"zasleh_1",
		"svetlo commander",
		"Camo1",
		"Camo2"
	};
	class Animations: Animations
	{
		class wheel_1_1_Damage: wheel_1_1_Damage
		{
			offset1=0.23999999;
		};
		class wheel_1_2_Damage: wheel_1_2_Damage
		{
			offset1=0.23999999;
		};
		class wheel_1_3_Damage: wheel_1_3_Damage
		{
			offset1=0.23999999;
		};
		class wheel_1_4_Damage: wheel_1_4_Damage
		{
			offset1=0.23999999;
		};
		class wheel_2_1_Damage: wheel_2_1_Damage
		{
			offset1=0.23999999;
		};
		class wheel_2_2_Damage: wheel_2_2_Damage
		{
			offset1=0.23999999;
		};
		class wheel_2_3_Damage: wheel_2_3_Damage
		{
			offset1=0.23999999;
		};
		class wheel_2_4_Damage: wheel_2_4_Damage
		{
			offset1=0.23999999;
		};
		class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_1_3_Damper_Damage_BackAnim: wheel_1_3_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_1_4_Damper_Damage_BackAnim: wheel_1_4_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_2_3_Damper_Damage_BackAnim: wheel_2_3_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class wheel_2_4_Damper_Damage_BackAnim: wheel_2_4_Damper_Damage_BackAnim
		{
			offset1="-1.2*0.24";
		};
		class Steering_1_2: Steering_1_1
		{
			selection="wheel_1_2_steering";
			axis="wheel_1_2_steering_axis";
		};
		class Steering_2_2: Steering_1_1
		{
			selection="wheel_2_2_steering";
			axis="wheel_2_2_steering_axis";
		};
		class MainTurret
		{
			type="rotationY";
			source="mainTurret";
			selection="OtocVez";
			axis="OsaVeze";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class MainGun: MainTurret
		{
			type="rotationX";
			source="mainGun";
			selection="OtocHlaven";
			axis="OsaHlavne";
		};
		class ObsTurret
		{
			type="rotationY";
			source="obsTurret";
			selection="com_Velitele";
			axis="com_Velitele_axis";
			animPeriod=0;
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
		};
		class ObsGun: ObsTurret
		{
			type="rotationX";
			source="obsGun";
			selection="com_Hlaven";
			axis="com_Hlaven_axis";
		};
		class HatchDriver: Rotation
		{
			animPeriod=0;
//				source="hatchCommander"; 
			source="RPM";
			selection="hatch_driver";
			axis="hatch_driver_axis";
			memory=1;
			angle0=0;
			angle1=0.73303831;
		};
		class HatchDriver1: HatchDriver
		{
			selection="hatch_driver1";
			axis="hatch_driver1_axis";
			angle1=-1.5;
			source="hatchDriver";
		};
		class HatchCommander: HatchDriver
		{
			selection="btrcommander_hatch";
			axis="btrcommander_hatch_axis";
			angle1="-rad 90";
			source="hatchCommander";
		};
		class DrivingWheel
		{
			type="rotation";
			source="drivingWheel";
			selection="drivewheel";
			axis="drivewheel_axis";
			memory=0;
			minValue=-1;
			maxValue=1;
			angle0=(rad -80);
			angle1=(rad 80);
		};
		class IndicatorSpeed
		{
			animPeriod=0;
			type="rotation";
			source="speed";
			selection="ukaz_rychlo";
			axis="osa_rychlo";
			memory=0;
			minValue=0;
			maxValue=30;
			angle0=0;
			angle1=-4.1999998;
		};
		class IndicatorFuel
		{
			type="rotation";
			source="fuel";
			selection="fuel_1";
			axis="fuel_1_axis";
			memory=0;
			minValue=0;
			maxValue=1;
			angle0="rad 10";
			angle1="-rad 65";
		};
		class prop_1
		{
			type="rotation";
			source="rpm";
			selection="prop_1";
			axis="prop_1_axis";
			memory=0;
			minValue=0.2;
			maxValue=0.60000002;
			angle0=0;
			angle1="-rad 90";
		};
		class prop_2: prop_1
		{
			selection="prop_2";
			axis="prop_2_axis";
			minValue=0;
			maxValue=0.2;
			angle0=0;
			angle1="-rad 45";
		};
		class prop_3: prop_2
		{
			selection="prop_3";
			axis="prop_3_axis";
		};
		class prop_4: prop_2
		{
			selection="prop_4";
			axis="prop_4_axis";
		};
		class prop_5: prop_2
		{
			selection="prop_5";
			axis="prop_5_axis";
		};
		class prop_6: prop_1
		{
			selection="prop_6";
			axis="prop_6_axis";
			minValue=0.40000001;
			maxValue=0.69999999;
			angle0="-rad 10";
			angle1="-rad 50";
		};
		class prop_7: prop_6
		{
			selection="prop_7";
			axis="prop_7_axis";
		};
		class prop_8: prop_6
		{
			selection="prop_8";
			axis="prop_8_axis";
		};
		class damageHide
		{
			type="hide";
			source="damage";
			selection="damageHide";
		};
		class DamageVez: damageHide
		{
			selection="OtocVez";
		};
		class DamageCommanderLight: damageHide
		{
			selection="com_Hlaven";
		};
		class DamageCommander: damageHide
		{
			selection="btrcommander_hatch";
		};
		class DamageDriver: damageHide
		{
			selection="hatch_driver";
		};
		class recoil_BEGIN
		{
			type="translation";
			source="recoil_source";
			selection="RecoilHlaven";
			axis="RecoilHlaven_axis";
			memory=1;
			minValue=0.5;
			maxValue=0.80000001;
			offset0=0;
			offset1=-0.2;
		};
		class recoil_END: recoil_BEGIN
		{
			minValue=0.85000002;
			maxValue=1;
			offset0=0;
			offset1=0.2;
		};
		class muzzleflash_hide
		{
			type="hide";
			source="muzzle_hide";
			selection="zasleh_1";
			minValue = 0.0;
			maxvalue = 0.05;
			hideValue = 0;
			unHideValue = 0.99;
		};
		class muzzleFlashROT
		{
			type="rotationZ";
			source="muzzle_rot";      //use ammo count as phase for animation
			sourceAddress="loop";     //loop when phase out of bounds
			selection="zasleh_1";  //selection we want to rotate
			axis="";                  //no own axis - center of rotation is computed from selection
			centerFirstVertex=true;   //use first vertex of selection as center of rotation
			minValue=0;
			maxValue=4;               //rotation angle will be 360/4 = 90 degrees
			angle0="rad 0";
			angle1="rad 360";
		};
		//physx wheels

		class Wheel_1_1_Damper: Wheel_1_1_Damper
		{
			type="translation";
			source="damper";
			selection="wheel_1_1_damper_land";
			axis="wheel_1_1_steering_axis";
			animPeriod = 1;
			minValue="0";
			maxValue="1";
			offset0= "0.5";
			offset1= "-0.5";
			memory=1;
		};
		class wheel_1_2_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_2_damper_land";						
		};
		class wheel_1_3_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_3_damper_land";						
		};
		class wheel_1_4_Damper: Wheel_1_1_Damper
		{
			selection="wheel_1_4_damper_land";						
		};
		class wheel_2_1_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_1_damper_land";			
		};
		class Wheel_2_2_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_2_damper_land";		
		};		
		class Wheel_2_3_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_3_damper_land";		
		};		
		class Wheel_2_4_Damper: Wheel_1_1_Damper
		{
			selection="wheel_2_4_damper_land";		
		};			
	};
};
};

---------- Post added at 05:47 PM ---------- Previous post was at 05:34 PM ----------

I think BI didn't really consider this kind of vehicles.

Steering wheel hand anims are supposed to work when you are "turned out", at least that's what happened to me while working on this vehicle messing around with turn in/out options.

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Im thinking the same thing. Im gonna go through the config and see if i can help, if no solution we need to file feedback ticket

Quick glance is the commanders LODturnedOut has an actual resolution lod (0.000), and not a "view lod". However, they are also both omitted (//) from the config therefore not being implemented. You say the commander view is working fine turned out? Perhaps mirror the values for the driver? Also looked in the a2 stryker sample. Driver has only lodturnedout = viewpilot. So make sure everything the driver will see turned out is in the lod. You might take a look at it

The handanim should simply be "driverwheel" i think

Edited by WarLord554

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Quick glance is the commanders LODturnedOut has an actual resolution lod (0.000), and not a "view lod". However, they are also both omitted (//) from the config therefore not being implemented. You say the commander view is working fine turned out? Perhaps mirror the values for the driver? Also looked in the a2 stryker sample. Driver has only lodturnedout = viewpilot. So make sure everything the driver will see turned out is in the lod. You might take a look at it

Interesting, i'll give it a look.

The entries are commented because i played around with them adding and removing them using different combinations but it seems they really don't do anything.

Maybe i'm using the wrong parameters.

The handanim should simply be "driverwheel" i think

Yes but i'm saying another thing.

Think of a vehicle that has turnedin/out animations that are exactly the same, using the same LOD and the same interiors.

If you set the driver as turnedin the handanims don't work, if he "turns out" (despite being in the same position and in the same LOD) the hand anims start working.

Maybe it's just something misconfigured but that's what i could see while messing around.

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haha, abandon your hope. Wasted enough time to confirm two things:

*lodturn in/out doesn't work for driver - take a look at MBT_02_cannon_F and notice they are using view cargo lod to render EXTERIOR model only (as there is no interior, look at polycount). that is kind of regression compared to a2.

*there is no fix for hand anims thing, I think whole system was designed more with exterior MGs in mind (yet there is still turn in view bug, haha)

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Did you open a ticket in the feedback tracker?

Anyway this is ridiculous. :mad:

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Maybe our prayers were heard by the devs!

Today's spotrep says:

Properly reading LOD levels inside a vehicle

Could it be...? :rolleyes:

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i have a similar issue with my landrovers not showing proxies in certain vehicles - very odd. did you get this fixed chairborne?

anyone know what does this do?

#define VIEW_GUNNER 1000

#define VIEW_PILOT 1100

#define VIEW_CARGO 1200

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I haven't looked into it since i made the release of the mod.

I can tell you LodTurnedIn/Out does work, but only for turrets/ffv slots apparently.

Also, it appears you can only choose one of those three LODs to show (view etcetc).

If there's a way to choose another LOD i couldn't find it.

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i see in my model log that it lists the LODs indexes or something here

<model = "p:\eb_rover\proxy\LR_MG_View_Pilot.p3d">

Too detailed shadow lod in p:\eb_rover\proxy\lr_mg_view_pilot.p3d (0:1100.000000 : 5826) - shadows disabled

</model>

<model = "p:\eb_rover\proxy\LR_proxy.p3d">

</model>

<model = "p:\eb_rover\proxy\LR_Special_damagehide_proxy.p3d">

</model>

<model = "p:\eb_rover\proxy\LR_Special_proxy.p3d">

</model>

<model = "p:\eb_rover\proxy\LR_Special_View_Cargo.p3d">

Too detailed shadow lod in p:\eb_rover\proxy\lr_special_view_cargo.p3d (0:1200.000000 : 16635) - shadows disabled

</model>

<model = "p:\eb_rover\proxy\LR_Special_View_Gunner.p3d">

Too detailed shadow lod in p:\eb_rover\proxy\lr_special_view_gunner.p3d (0:1000.000000 : 15372) - shadows disabled

</model>

notice that these numbers correspond to the correct LODs in the config

however i cant find any entry anywhere in any wiki about what this define command is doing exactly.

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I believe its as simple as adding this to the turret you want to have turning in/out.

	LODTurnedIn=1200;
               LODTurnedOut=1000;

LODTurnedOut=-1; is lod 1000 I think

Also make sure you have this defined at the top of your config.

#define VIEW_GUNNER 1000
#define VIEW_PILOT 1100
#define VIEW_CARGO 1200

The define above allows you to define a lod without using the numbers, basically linking the number 1000 - view gunner by default and allowing you to name it what you want. Its an engine thing I think.

I've had this issue quite a few times and I've always managed to get passed it so feel free to PM me and i'll help anyone out further if needed.

@Chairborne - you have the config for it but you have it scored out with "//". Remove them and it should get you somewhere.

Edited by deltagamer

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I commented them out because i couldn't get them to work back then.

In the original config probably those weren't there so i decided to disable them for the time being.

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hmm yeah, I think in a recent arma update the lod issue's were all sorted out. I think in your case all you would need to figure out is how to set it to lod 1000 when turned out.

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well i just fixed my LOD issue, it was a missing tga file. I had the paa there for skinning the proxy, which has always worked fine before now, but since A3 tools half installed itself against my wishes now it appears if i moveobject a sample model and rename its textures to a modified paa, it wont be visible in game unless i put in a retro-created tga during binning and then set up A3 tools so the new tga to paa converter can do its thing. then pop! my missing proxy rack appears in game. how totally weird.

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I haven't looked into it since i made the release of the mod.

I can tell you LodTurnedIn/Out does work, but only for turrets/ffv slots apparently.

Also, it appears you can only choose one of those three LODs to show (view etcetc).

If there's a way to choose another LOD i couldn't find it.

I use "LodTurnedOut = X;" where X is the value of the RES LOD, so in some cases i use "LodTurnedOut = 1;" to just use the first exterior lod.

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I use "LodTurnedOut = X;" where X is the value of the RES LOD, so in some cases i use "LodTurnedOut = 1;" to just use the first exterior lod.

This comment misses the point of the original post.  This no longer works!

 

I am confirming that nearly 1 year later the driver still uses the pilot view when turned out.  So you have to duplicate all the exterior pieces for driver view to "correctly" see the exterior pieces.

 

This DOES NOT WORK FOR DRIVER:

 

LODTurnedOut = 1;

 

This is certainly a regression from A2... can anyone tell me if this has been filed as a bug, ever?

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