LincolnBurrows 0 Posted October 31, 2016 Hey guys, I have made a custom vehicle where you can shoot out of the back of it. The problems that I am having are when switching to the turret seat from driver or passenger, it makes you stand up when you are in the turret. The other issue I am having is the smoke countermeasure I added, I added the weapon and everything worked like sounds etc except the actual deployment of the smokes (no smoke grenades appear). Was wondering if anyone here could point me in the right direction. Thanks. Share this post Link to post Share on other sites
R0adki11 3949 Posted October 31, 2016 Hey guys, I have made a custom vehicle where you can shoot out of the back of it. The problems that I am having are when switching to the turret seat from driver or passenger, it makes you stand up when you are in the turret. The other issue I am having is the smoke countermeasure I added, I added the weapon and everything worked like sounds etc except the actual deployment of the smokes (no smoke grenades appear). Was wondering if anyone here could point me in the right direction. Thanks. Please post your config, as it will allow us to have a look. Share this post Link to post Share on other sites
LincolnBurrows 0 Posted October 31, 2016 Please post your config, as it will allow us to have a look. Here ya go class CfgPatches { class Hummer{ units[] = {"Hummer"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; }; }; class DefaultEventhandlers; // External class reference class CfgVehicles { class LandVehicle; // External class reference class Car : LandVehicle { class HitPoints; // External class reference class NewTurret; // External class reference }; class Car_F : Car { class Turrets { class MainTurret : NewTurret { class ViewOptics; // External class reference }; }; class HitPoints { class HitLFWheel; // External class reference class HitLF2Wheel; // External class reference class HitRFWheel; // External class reference class HitRF2Wheel; // External class reference class HitBody; // External class reference class HitEngine; // External class reference class HitGlass1 {}; class HitGlass2; // External class reference class HitGlass3; // External class reference class HitGlass4; // External class reference class HitGlass5; // External class reference class HitGlass6; // External class reference }; class EventHandlers; // External class reference class AnimationSources; // External class reference }; class Hummer: Car_F { model = "\HummerH1\HummerH1"; /// simple path to model displayName = "Hummer H1 (Base)"; weapons[] = {"TruckHorn2","SmokeLauncher"}; magazines[] = {"SmokeLauncherMag"}; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[]= {"#(argb,8,8,3)color(0,0,0,1.0,CO)"}; terrainCoef = 0; /// different surface affects this car more, stick to tarmac turnCoef = 2.5; /// should match the wheel turn radius precision = 10; /// how much freedom has the AI for its internal waypoints - lower number means more precise but slower approach to way fireResistance = 5; /// lesser protection against fire than tanks armor = 100; /// just some protection against missiles, collisions and explosions smokeLauncherGrenadeCount = 16; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 0; smokeLauncherAngle = 360; cost = 50000; /// how likely is the enemy going to target this vehicle acceleration=15; class PlayerSteeringCoefficients { turnIncreaseConst=1; turnIncreaseLinear=3; turnIncreaseTime=0; turnDecreaseConst=8; turnDecreaseLinear=0; turnDecreaseTime=0; maxTurnHundred=1; }; transportMaxBackpacks = 3; /// just some backpacks fit the trunk by default transportSoldier = 5; cargoProxyIndexes[] = {1,2,3,5,6}; getInProxyOrder[]={1,2,3,4,5,6,7}; wheelDamageRadiusCoef = 0.9; wheelDestroyRadiusCoef = 0.4; maxFordingDepth = 0.5; waterResistance = 1; crewCrashProtection = 0.25; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; class AnimationSources { class door_r // Marquer le nom qui est défini à côté de "source" dans le fichier model.cfg { source = "door"; animPeriod = 2; // Durée de l'animation initPhase=0; sound="ServoDoorsSound"; }; class door_l // Marquer le nom qui est défini à côté de "source" dans le fichier model.cfg { source = "door"; animPeriod = 2; // Durée de l'animation initPhase=0; sound="ServoDoorsSound"; }; }; class CargoTurret; class Turrets: Turrets { class CargoTurret_01: CargoTurret { gunnerAction="passenger_flatground_3"; memoryPointsGetInGunner="pos cargo RR"; memoryPointsGetInGunnerDir="pos cargo RR dir"; gunnerName="$STR_A3_TURRETS_CARGOTURRET_R2"; proxyIndex=4; isPersonTurret=1; canHideGunner=0; allowLauncherIn=0; allowLauncherOut=0; enabledByAnimationSource="door_r"; class TurnIn /// limits for gunner turned in { limitsArrayTop[]= { {25,-35}, {25,35} }; limitsArrayBottom[]= { {-25,95}, {-25,25}, {-25,25}, {-25,25} }; }; class dynamicViewLimits { CargoTurret_01[]={0,95}; }; }; class CargoTurret_02: CargoTurret_01 { gunnerAction="passenger_flatground_2"; gunnerName="$STR_A3_TURRETS_CARGOTURRET_L2"; memoryPointsGetInGunner="pos cargo LR"; memoryPointsGetInGunnerDir="pos cargo LR dir"; proxyIndex=7; enabledByAnimationSource="door_r"; class TurnIn { limitsArrayTop[]= { {25,-35}, {25,-35} }; limitsArrayBottom[]= { {-25,-95}, {-25,-25}, {-25,-25}, {-25,-25} }; }; class dynamicViewLimits { CargoTurret_02[]={0,-95}; }; }; }; class HitPoints : HitPoints { class HitLFWheel:HitLFWheel {armor=1.75; passThrough=0;}; /// it is easier to destroy wheels than hull of the vehicle class HitLF2Wheel:HitLF2Wheel{armor=1.75; passThrough=0;}; class HitRFWheel:HitRFWheel {armor=1.75; passThrough=0;}; class HitRF2Wheel:HitRF2Wheel{armor=1.75; passThrough=0;}; class HitFuel {armor=5; material=-1; name="fueltank"; visual=""; passThrough=0.002;}; /// correct points for fuel tank, some of the damage is aFRLied to the whole class HitEngine {armor=5; material=-1; name="engine"; visual=""; passThrough=0.2;}; class HitBody: HitBody {name = "body"; visual="camo1"; passThrough=0;}; /// all damage to the hull is aFRLied to total damage class HitGlass1:HitGlass1 {armor=3;}; /// it is pretty easy to puncture the glass but not so easy to remove it class HitGlass2:HitGlass2 {armor=3;}; class HitGlass3:HitGlass3 {armor=3;}; class HitGlass4:HitGlass4 {armor=3;}; class HitGlass5:HitGlass5 {armor=3;}; class HitGlass6:HitGlass6 {armor=3;}; class HitGlass7:HitGlass6 {armor=3;}; class HitGlass8:HitGlass6 {armor=3;}; class HitGlass9:HitGlass6 {armor=3;}; }; driverAction = driver_high01; /// what action is going the driver take inside the vehicle. Non-existent action makes the vehicle inaccessible cargoAction[] = {passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands, passenger_flatground_crosslegs, passenger_flatground_crosslegs, passenger_flatground_crosslegs, passenger_flatground_crosslegs}; /// the same of all the crew getInAction = GetInLow; /// how does driver look while getting in getOutAction = GetOutLow; /// and out cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the rest cargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case #include "sounds.hpp" /// sounds are in a separate file to make this one simple #include "pip.hpp" /// PiPs are in a separate file to make this one simple #include "physx.hpp" /// PhysX settings are in a separate file to make this one simple /// memory points where do tracks of the wheel appear // front left track, left offset memoryPointTrackFLL = "TrackFLL"; // front left track, right offset memoryPointTrackFLR = "TrackFLR"; // back left track, left offset memoryPointTrackBLL = "TrackBLL"; // back left track, right offset memoryPointTrackBLR = "TrackBLR"; // front right track, left offset memoryPointTrackFRL = "TrackFRL"; // front right track, right offset memoryPointTrackFRR = "TrackFRR"; // back right track, left offset memoryPointTrackBRL = "TrackBRL"; // back right track, right offset memoryPointTrackBRR = "TrackBRR"; class Damage /// damage changes material in specific places (visual in hitPoint) { tex[]={}; mat[]= { "A3\data_f\glass_veh.rvmat", /// another material "A3\data_f\Glass_veh_damage.rvmat", /// changes into different ones "A3\data_f\Glass_veh_damage.rvmat" }; }; class Exhausts /// specific exhaust effects for the car { class Exhaust1 /// the car has two exhausts - each on one side { position = "exhaust"; /// name of initial memory point direction = "exhaust_dir"; /// name of memory point for exhaust direction effect = "ExhaustsEffect"; /// what particle effect is it going to use }; class Exhaust2 { position = "exhaust2_pos"; direction = "exhaust2_dir"; effect = "ExhaustsEffect"; }; }; class Reflectors { class LightCarHeadL01 { color[]={1900,1300,950}; ambient[]={5,5,5}; position = "LightCarHeadL01"; /// memory point for start of the light and flare direction = "LightCarHeadL01_end"; /// memory point for the light direction hitpoint = "Light_L"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine) selection = "Light_L"; /// selection for artificial glow around the bulb, not much used any more size=1; innerAngle=100; outerAngle=179; coneFadeCoef=10; intensity=1; useFlare=0; dayLight=0; flareSize=1; class Attenuation { start=1; constant=0; linear=0; quadratic=0.25; hardLimitStart=30; hardLimitEnd=60; }; }; class LightCarHeadR01:LightCarHeadL01 { position = "LightCarHeadR01"; direction = "LightCarHeadR01_end"; hitpoint = "Light_R"; selection = "Light_R"; }; }; aggregateReflectors[] = {{"LightCarHeadL01"}, {"LightCarHeadR01"}}; /// aggregating reflectors helps the engine a lot /// it might be even good to aggregate all lights into one source as it is done for most of the cars }; }; }; Share this post Link to post Share on other sites
Redhotsteel 0 Posted November 6, 2016 Hello, It seems like you need to define the cargoGetInAction and cargoGetOutAction for your turret passenger as it using what you have stated in your config. I have posted it below. cargoGetInAction[] = {"GetInLow"}; /// and the same for the rest, if the array has fewer members than the count of crew, the last one is used for the restcargoGetOutAction[] = {"GetOutLow"}; /// that means all use the same in this case Hope this can get the ball rolling. Share this post Link to post Share on other sites