logan83 11 Posted August 26, 2015 Hi dudes, im trying to add 2 FFV Seats in a LAND LOVER, but have a issue, in third view all works like a charm, if i Aim trough the optics/ironsights of the weapons works perfectly, but wen i enter in first person, the model lose the antiroll bars, the other tubes, and the benches... it only happen in the FFV seat, the cargo seats and driver seat are fine. Some Help? I think It culd be aproblem of the 3D model but Im a newbie. I search and cant find a solution only a buddy with a similar problem... ironshigt view, its ok First Person view, Where are the RollBars and the Benches? Extract of Confing where define FFV class Turrets { class CargoTurret_01: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos dir"; /// direction of get in action gunnerName = "Firing Seat (LEFT)"; /// name of the position in the Action menu proxyIndex = 6; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 50; /// what is the left-most possible turn of the turret minTurn = -85; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; class CargoTurret_02: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos1"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos1 dir"; /// direction of get in action gunnerName = "Firing Seat (RIGHT)"; /// name of the position in the Action menu proxyIndex = 7; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 85; /// what is the left-most possible turn of the turret minTurn = -34; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; }; Share this post Link to post Share on other sites
Joe98 92 Posted August 27, 2015 What is a "FFV" seat ? Share this post Link to post Share on other sites
logan83 11 Posted August 27, 2015 Fire from Vehicle :) Share this post Link to post Share on other sites
klamacz 448 Posted August 27, 2015 you need to define Level of Detail for those positions, in definition of turret add LODTurnedIn = X; LODTurnedOut = X; where X is a LOD resolution to find from p3d definitions, usually something like 1 or 900 for default shapes, 1000 and more for special LOD's like Gunner view etc. 1 Share this post Link to post Share on other sites
logan83 11 Posted August 27, 2015 thanks for the help klamacz! ill try it this evening! :D Share this post Link to post Share on other sites
logan83 11 Posted August 27, 2015 class Turrets { class CargoTurret_01: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos dir"; /// direction of get in action gunnerName = "Firing Seat (LEFT)"; /// name of the position in the Action menu proxyIndex = 6; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 50; /// what is the left-most possible turn of the turret minTurn = -85; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included LODTurnedIn = 1000; LODTurnedOut = 1000; //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; class CargoTurret_02: CargoTurret { /// position for Firing from Vehicles gunnerAction = "passenger_inside_1"; /// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seats memoryPointsGetInGunner = "pos Fpos1"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos Fpos1 dir"; /// direction of get in action gunnerName = "Firing Seat (RIGHT)"; /// name of the position in the Action menu proxyIndex = 7; /// what cargo proxy is used according to index in the model maxElev = 30; /// what is the highest possible elevation of the turret minElev = -25; /// what is the lowest possible elevation of the turret maxTurn = 85; /// what is the left-most possible turn of the turret minTurn = -34; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included LODTurnedIn = 1000; LODTurnedOut = 1000; //enabledByAnimationSource = "Doors"; /// doesn't work unless the said animation source is 1 }; }; what im doing wrong? Share this post Link to post Share on other sites
lifetap 188 Posted September 2, 2015 FFV seems to use the cargo view LOD by default, but switches to the gunner view LOD when you aim. The roll bars may be missing from your gunner view LOD. Setting the LODTurnin/LODTurnout to 1000, which is the gunner LOD, will not bring back the roll bars, as they're missing from the model. Try setting it to 1200 (Cargo view LOD) Share this post Link to post Share on other sites
logan83 11 Posted September 5, 2015 hi lifetap, this dont work FFV seems to use the cargo view LOD by default, but switches to the gunner view LOD when you aim. The roll bars may be missing from your gunner view LOD. Setting the LODTurnin/LODTurnout to 1000, which is the gunner LOD, will not bring back the roll bars, as they're missing from the model. Try setting it to 1200 (Cargo view LOD) hi lifetap thanks for yor answer, i tryed this, dont work, im think i miss something in the P3d model... somebody have any idea?? ----------------------------------------------------------------SOLVED---------------------------------------------------------------------------------------- A simple space in a proxy name :( Share this post Link to post Share on other sites