Raid 18 Posted March 2, 2015 Hey all, My problem is the Pilot LOD in an ASLAV is no longer loading and I'm really quite confused as to why. RPT Log doesn't supply an error either. These commands are present: LODTurnedOut = 1; LODTurnedIn = 1100; Screenshot of what happens: http://cloud-4.steamusercontent.com/ugc/705149414736174427/5BFE382F5B490F6007AF89A65E504DE4356DD02E/ I am currently on Altis Airport. The Cargo LOD loads fine as does the Res0 etc. Share this post Link to post Share on other sites
warlord554 2065 Posted March 2, 2015 So i assume it was working previously? Try taking out the lodturnedin/out commands. These will not work with the driver on armored wheeled vehicles, probably because they inherit from the car class, and the driver is not a defined turret but is hard coded into car class, therefore driver cannot turn out, and will produce similiar problems like this. If your not inheriting from car class or it was working previously then you need to re trace your steps for any errors I do not know if there is a feedback ticket on fixing this problem Share this post Link to post Share on other sites
Raid 18 Posted March 2, 2015 So i assume it was working previously? Try taking out the lodturnedin/out commands. These will not work with the driver on armored wheeled vehicles, probably because they inherit from the car class, and the driver is not a defined turret but is hard coded into car class, therefore driver cannot turn out, and will produce similiar problems like this. If your not inheriting from car class or it was working previously then you need to re trace your steps for any errorsI do not know if there is a feedback ticket on fixing this problem Indeed it used to work, I have retraced my steps and nothing has worked, hence why I came here. I tried removing the LOD commands with no success. I am also inheriting from Car. Share this post Link to post Share on other sites
deltagamer 612 Posted March 2, 2015 Hey Raid, I think Car_F has problems with turning in/out - from my experiences anyway. I'm sure if you change the inherit around it to something like this then it hopefully should work. If not just post your config and i'll see if I can provide more help. class Wheeled_APC : car_F {}; class YOURVEHICELCLASSNAME : wheeled_APC Share this post Link to post Share on other sites
Raid 18 Posted March 3, 2015 Sorry I should have been more specific with my inheritance, it is already structured as you suggested. Config: http://pastebin.com/LHpMv7bU Share this post Link to post Share on other sites
deltagamer 612 Posted March 3, 2015 (edited) I can't really see much wrong with it, hopefully this will fix it: class CfgVehicles { class Car; class Car_F: Car { class NewTurret; class Sounds; class HitPoints { class HitBody; class HitEngine; class HitFuel; class HitLFWheel; class HitLBWheel; class HitLMWheel; class HitLF2Wheel; class HitRFWheel; class HitRBWheel; class HitRMWheel; class HitRF2Wheel; class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; class HitGlass5; class HitGlass6; }; }; class Wheeled_APC_F: Car_F { class ViewPilot; class ViewCargo; class HeadLimits; class Sounds: Sounds { class Engine; class Movement; }; class NewTurret; class Turrets { class MainTurret: NewTurret { class ViewOptics; class Turrets { class CommanderOptics; }; }; }; class AnimationSources; class EventHandlers; }; class ADFU_aslav_base_F: Wheeled_APC_F { //TurnOutFix // viewDriverInExternal = true; LODTurnedOut = VIEW_PILOT; driverAction = "driver_apcwheeled2_out"; driverInAction = "ASLAV_Driver_View"; scope = 1; author = "$STR_ADFU_AUTHOR"; _generalMacro = "ADFU_aslav_base_F"; accuracy = 0.25; displayName = "ASLAV"; attenuationEffectType = "TankAttenuation"; radarType = 8; driverCanSee = "4+8+2+32+16"; gunnerCanSee = "4+2+8+32+16"; enableManualFire = 0; alphaTracks = 0.5; // front left track, left offset memoryPointTrackFLL = "stopa PLP"; memoryPointTrackFLR = "stopa PLL"; // back left track, left offset memoryPointTrackBLL = "stopa ZLP"; memoryPointTrackBLR = "stopa ZLL"; // front right track, left offset memoryPointTrackFRL = "stopa PPP"; memoryPointTrackFRR = "stopa PPL"; // back right track, left offset memoryPointTrackBRL = "stopa ZPP"; memoryPointTrackBRR = "stopa ZPP"; dustFrontLeftPos = "wheel_1_1_bound"; dustFrontRightPos = "wheel_2_1_bound"; dustBackLeftPos = "wheel_1_4_bound"; dustBackRightPos = "wheel_2_4_bound"; class Damage { tex[]={}; mat[]= { "ADFU_land_aslav\Data\lav_glass_green.rvmat", "ADFU_land_aslav\Data\lav_glass_green_damage.rvmat", "ADFU_land_aslav\Data\lav_glass_green_destruct.rvmat", "ADFU_land_aslav\Data\lav_glass_red.rvmat", "ADFU_land_aslav\Data\lav_glass_red_damage.rvmat", "ADFU_land_aslav\Data\lav_glass_red_destruct.rvmat", "ADFU_land_aslav\Data\lav_int_0.rvmat", "ADFU_land_aslav\Data\lav_int_0_damage.rvmat", "ADFU_land_aslav\Data\lav_int_0_destruct.rvmat", "ADFU_land_aslav\Data\lav_int_1.rvmat", "ADFU_land_aslav\Data\lav_int_1_damage.rvmat", "ADFU_land_aslav\Data\lav_int_1_destruct.rvmat", "ADFU_land_aslav\Data\lav_int_2.rvmat", "ADFU_land_aslav\Data\lav_int_2_damage.rvmat", "ADFU_land_aslav\Data\lav_int_2_destruct.rvmat", "ADFU_land_aslav\Data\lavalfa.rvmat", "ADFU_land_aslav\Data\lavalfa_damage.rvmat", "ADFU_land_aslav\Data\lavalfa_destruct.rvmat", "ADFU_land_aslav\Data\body1\lavbody.rvmat", "ADFU_land_aslav\Data\body1\lavbody_damage.rvmat", "ADFU_land_aslav\Data\body1\lavbody_destruct.rvmat", "ADFU_land_aslav\Data\body2\lavbody2.rvmat", "ADFU_land_aslav\Data\body2\lavbody2_damage.rvmat", "ADFU_land_aslav\Data\body2\lavbody2_destruct.rvmat" }; }; #include "\ADFU_land_aslav\c_sounds.hpp" #include "\ADFU_land_aslav\c_physX.hpp" thrustDelay = 0.35; brakeIdleSpeed = 1.78; maxSpeed = 110; fuelCapacity = 45; wheelCircumference=3.277; canFloat = 1; maxFordingDepth = 1.2; waterLeakiness = 10; waterResistance = 5; waterAngularDampingCoef = 5.0; waterPPInVehicle = 0; waterResistanceCoef = 0.2; normalSpeedForwardCoef = 0.52; antiRollbarForceCoef = 24; antiRollbarForceLimit = 30; antiRollbarSpeedMin = 15; antiRollbarSpeedMax = 65; idleRpm = 280; redRpm = 2500; terrainCoef = 6.0; turnCoef = 2.65; engineShiftY = 0.5; armor = 350; armorStructural = 5; armorLights = 0.1; damageResistance = 0.00719; cost = 1000000; driverLeftHandAnimName = "driveWheel"; driverRightHandAnimName = "driveWheel"; cargoAction[] = {"passenger_apc_narrow_generic03","passenger_apc_narrow_generic01","passenger_apc_generic04","passenger_generic01_foldhands","passenger_apc_narrow_generic02","passenger_apc_generic02b","passenger_generic01_leanright","passenger_apc_narrow_generic01"}; hideWeaponsCargo = 1; driverForceOptics = 0; driverOpticsModel = ""; memoryPointDriverOptics = "driverview"; cargoIsCoDriver[] = {0}; forceHideDriver = 0; enableGPS = 1; enableRadio = 1; enableWatch = 1; /* class ViewPilot: ViewPilot { LODTurnedOut = 1; LODTurnedIn = 1100; visionMode[] = {"Normal"}; initFov = 0.85; minFov = 0.85; maxFov = 0.85; };*/ class HitPoints: HitPoints { class HitBody: HitBody { armor = 1; material = -1; name = "karoserie"; visual = "zbytek"; passThrough = 1; minimalHit = 0.2; explosionShielding = 1; radius = 0.33; }; class HitEngine: HitEngine { armor = 0.5; material = -1; name = "motor"; passThrough = 0; minimalHit = 0.1; explosionShielding = 1; radius = 0.25; }; class HitFuel: HitFuel { armor = 2; material = -1; name = "palivo"; passThrough = 1; minimalHit = 0.1; explosionShielding = 2; radius = 0.25; }; class HitLFWheel: HitLFWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitLBWheel: HitLBWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitLMWheel: HitLMWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitLF2Wheel: HitLF2Wheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitRFWheel: HitRFWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitRBWheel: HitRBWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitRMWheel: HitRMWheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; class HitRF2Wheel: HitRF2Wheel { armor = 0.5; minimalHit = 0.02; explosionShielding = 4; radius = 0.25; }; }; weapons[] = {"TruckHorn"}; magazines[] = {}; smokeLauncherGrenadeCount = 14; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 1; smokeLauncherAngle = 210; class Turrets: Turrets { LODTurnedOut= 1; class MainTurret: MainTurret { class ViewGunner; class Turrets: Turrets { class CommanderOptics: CommanderOptics { LODTurnedOut = 1; //isPersonTurret = 1; memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics = "commanderview"; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag"}; soundServo[]= {"", db25, 1.0,50}; outGunnerMayFire = 0; inGunnerMayFire = 0; forceHideGunner = 0; gunnerAction = "apcwheeled3_slot1_out"; gunnerInAction = "apcwheeled3_slot1_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F"; gunnerOpticsEffect[] = {}; class ViewGunner: ViewGunner{}; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.31; minFov = 0.034; maxFov = 0.31; visionMode[] = {"Normal","TI"}; thermalMode[] = {2,3}; }; class OpticsIn: Optics_Commander_03 { class Wide: Wide{}; class Medium: Medium{}; class Narrow: Narrow{}; }; turretInfoType = "RscOptics_APC_Wheeled_03_commander"; turretOutInfoType = ""; startEngine = 0; class HitPoints { class HitTurret { armor = 0.2; material = -1; name = "vezVelitele"; visual = "vez"; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.4; radius = 0.2; }; class HitGun { armor = 0.2; material = -1; name = "zbranVelitele"; visual = ""; passThrough = 0; minimalHit = 0.03; explosionShielding = 0.4; radius = 0.2; }; }; stabilizedInAxes = 3; maxHorizontalRotSpeed = 1.8; maxVerticalRotSpeed = 1.8; gunnerHasFlares = 1; viewGunnerInExternal = 0; }; }; LODTurnedOut = 1; body = "mainTurret"; gun = "mainGun"; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; startEngine = 1; weapons[] = {"ADFU_aslav_M242","ADFU_aslav_coax"}; magazines[] = {"ADFU_aslav_360RND_25MM_HE","ADFU_aslav_360RND_25MM_AP","ADFU_aslav_1000Rnd_762x51_Tracer"}; selectionFireAnim = "zasleh_1"; soundServo[]= {"ADFU_land_aslav\sound\turret", db25, 1.0,50}; commanding = 2; primaryGunner = 1; primaryObserver = 0; minElev = -10; initElev = 0; maxElev = 60; gunnerAction = "apcwheeled3_slot1_out"; gunnerInAction = "apcwheeled3_slot1_in"; gunnerGetInAction = "GetInAMV_cargo"; gunnerGetOutAction = "GetOutLow"; forceHideGunner = 0; viewGunnerInExternal = 0; castGunnerShadow = 1; stabilizedInAxes = 3; gunnerForceOptics = 1; inGunnerMayFire = 1; outGunnerMayFire = 1; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}; discreteDistanceInitIndex = 2; memoryPointGunnerOptics = "gunnerview"; class ViewOptics: RCWSOptics { visionMode[] = {"Normal","TI"}; }; class OpticsIn: Optics_Gunner_APC_03 { class Wide: Wide{}; class Medium: Medium{}; class Narrow: Narrow{}; }; turretInfoType = "RscOptics_APC_Wheeled_03_gunner"; class HitPoints { class HitTurret { armor = 0.6; material = -1; name = "vez"; visual = "vez"; passThrough = 0.2; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.3; }; class HitGun { armor = 0.3; material = -1; name = "zbran"; visual = ""; passThrough = 0; minimalHit = 0.02; explosionShielding = 0.3; radius = 0.15; }; }; }; }; viewCargoShadowDiff = 0.05; viewCargoShadowAmb = 0.5; getInAction = "GetInHigh"; getOutAction = "GetOutHigh"; cargoGetInAction[] = {"GetInAMV_cargo"}; cargoGetOutAction[] = {"GetOutLow"}; class Exhausts { class Exhaust1 { position = "exhaust"; direction = "exhaust_dir"; effect = "ExhaustsEffectAMV"; }; }; class NVGMarkers { class NVGMarker01 { name = "nvg_marker"; color[] = {0.03,0.003,0.003,1}; ambient[] = {0.003,0.0003,0.0003,1}; brightness = 0.001; blinking = 1; }; }; explosionEffect = "FuelExplosionBig"; engineEffectSpeed = 5.0; memoryPointsLeftEngineEffect = "EngineEffectL"; memoryPointsRightEngineEffect = "EngineEffectR"; transportSoldier = 8; engineStartSpeed = 5; aggregateReflectors[] = {{ "Left"},{"Right"}}; selectionFireAnim = ""; class Reflectors { class Left { color[] = {1900,1800,1700}; ambient[] = {5,5,5}; position = "lightLeft_pos"; direction = "lightLeft_dir"; hitpoint = "Light_L"; selection = "Light_L"; 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 = "lightRight_pos"; direction = "lightRight_dir"; hitpoint = "Light_R"; selection = "Light_R"; }; }; class RenderTargets { // class mirror_l // { // renderTarget = "mirror_l"; // class Camera // { // pointPosition = "PIP0_pos"; // pointDirection = "PIP0_dir"; // renderVisionMode = 4; // renderQuality = 2; // fov = 0.7; // }; // }; // class mirror_r // { // renderTarget = "mirror_r"; // class Camera // { // pointPosition = "PIP1_pos"; // pointDirection = "PIP1_dir"; // renderVisionMode = 4; // renderQuality = 2; // fov = 0.7; // }; // }; }; class UserActions { class extend_waterSkid { userActionID = 50; displayName = "Extend Water Skid"; radius = 3.0; showIn3D = 17; priority = 3.00000; position = "driverview"; onlyForPlayer = 0; condition = "((this DoorPhase 'waterSkid') == 0) AND Alive (this) and driver this == player"; //condition = "this animationPhase ""waterSkid"" < 0.5 AND Alive (this) AND driver this = player"; statement = "this animateDoor ['waterSkid', 1]; playSound3D [""ADFU_land_aslav\sound\skid_extend.ogg"", this, false,(this modelToWorld (this selectionPosition ""waterBlade_axis"")), 5, 1, 25]; "; }; class collapse_waterSkid: extend_waterSkid { userActionID = 51; displayName = "Retract Water Skid"; condition = "((this DoorPhase 'waterSkid') > 0) AND Alive (this) and driver this == player"; statement = "this animateDoor [""waterSkid"", 0]; playSound3D [""ADFU_land_aslav\sound\skid_extend.ogg"", this, false,(this modelToWorld (this selectionPosition ""waterBlade_axis"")), 5, 1, 25]; "; }; }; class AnimationSources: AnimationSources { class proxy { source = "user"; animPeriod = 0.1; initPhase = 0; }; class waterSkid { source = "door"; initPhase = 0; animPeriod = 3; }; class HideTurret { source = "user"; initPhase = 0; animPeriod = 0.001; }; class muzzle_rot { source = "ammorandom"; weapon = "ADFU_aslav_M242"; }; class muzzle_hide { source = "reload"; weapon = "ADFU_aslav_M242";}; class recoil_source {source = "reload"; weapon = "ADFU_aslav_M242";}; }; }; This is all I changed as the config is pretty much spot on class ADFU_aslav_base_F: Wheeled_APC_F { //TurnOutFix // viewDriverInExternal = true; LODTurnedOut = VIEW_PILOT; driverAction = "driver_apcwheeled2_out"; driverInAction = "ASLAV_Driver_View"; Also I think you need to make sure that you have the driver proxy for the LOD 1000 (I could be wrong). Right now I've set the Turned out LOD to VIEW_PILOT but it might need some changing around. Let me know if this helps you out. Edited March 3, 2015 by deltagamer Share this post Link to post Share on other sites
deltagamer 612 Posted March 4, 2015 I think I have it figured out, recently I think the LOD selection was broken in an update so hopefully its as simple as just removing the Lodturnedin and lodturnedout entries as having them breaks it. If it doesn't do the job then I'm really unsure how to fix it. From what I've experienced turning out uses the pilot view by default but I could be wrong. Share this post Link to post Share on other sites
Raid 18 Posted March 4, 2015 I think I have it figured out, recently I think the LOD selection was broken in an update so hopefully its as simple as just removing the Lodturnedin and lodturnedout entries as having them breaks it. If it doesn't do the job then I'm really unsure how to fix it. From what I've experienced turning out uses the pilot view by default but I could be wrong. One of the first things I tried. Thanks anyway buddy. Share this post Link to post Share on other sites
Redphoenix 1540 Posted March 5, 2015 Maybe this? http://feedback.arma3.com/view.php?id=22881 Share this post Link to post Share on other sites
Raid 18 Posted March 5, 2015 Alright guys, I have reverted to an old version, the config doesn't seem to have much different so i'm guessing somewhere along the line the PilotLOD corrupt. If it happens again i'll post here but other then that thanks for all your time guys. -Raid Share this post Link to post Share on other sites
Raid 18 Posted April 6, 2015 Alright for anyone interested the above problem was caused when using Mikero's deRTM and removing Headbones, i'm not sure why this happened and it's probably due to me doing something wrong. Thanks again for everyone's effort. -Raid Share this post Link to post Share on other sites