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[evo] dan

Cannot get in my static weapon

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I've been looking through various sources and have seen that I need the following commands in my config.cpp to be able to get in and out of my object at a set point:

		memoryPointsGetInCargo="pos_cargo_dir";
		memoryPointsGetInCargoDir="pos_cargo";
		memoryPointsGetInDriver="pos_driver_dir";
		memoryPointsGetInDriverDir="pos_driver";

I've created these points within the memory LOD of the model as per what the samples have in them. However, I do not get an action to get in the vehicle and I've spent the last 2 days trying to figure out why I cannot get back in once I get out of the object. I thought it was a case of the vehicle being locked by default but I manually set it to unlocked in the editor. I can't even get the answer by walking to almost the centre of the object so I'm not sure whats exactly wrong.

 

Here is my config, it does include some placeholder stuff from a different config file:

class CfgPatches {
	class dock_crane {
		units[] = {"dock_crane"};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};

class CfgDestructPos{

};

class CfgVehicles {
	class LandVehicle;
	class StaticWeapon: LandVehicle
	{
		class Turrets;
		class MainTurret;
	};
	class dock_crane: StaticWeapon
	{

		scope = 2;
		model = "\Dan_Dock_Crane\Dock_Crane.p3d";
		displayName = "Dock Crane";
		editorSubcategory = "EdSubcat_Turrets"; 
		destrType = "DestructDefault";
		armor = 30;
		fireResistance = 0.1;
		explosionShielding = 0.1;
		damageResistance = 0.004;
		side = 3;	// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas
		faction	= CIV_F;
		crew = "C_man_1";
		transportSoldier=1;
		memoryPointsGetInCargo="pos_cargo_dir";
		memoryPointsGetInCargoDir="pos_cargo";
		memoryPointsGetInDriver="pos_driver_dir";
		memoryPointsGetInDriverDir="pos_driver";
		class Turrets: Turrets
		{
			class MainTurret: MainTurret
			{
				minTurn=-180;
				maxTurn=180;
				initTurn=0;
				minElev=-10;
				maxElev=85;
				initElev=0;
				weapons[]={};
				magazines[]=
				{	
				};
				gunnerAction="Hilux_Cargo01";
				selectionFireAnim = "zasleh";
				gunnerOpticsModel="\RDS_StaticW\zu23\2Dscope_RUAA5";
				gunnerOpticsEffect[]=
				{
					"OpticsCHAbera1",
					"OpticsBlur2"
				};
				gunnerForceOptics=0;
				memoryPointsGetInGunner="pos_gunner_dir";
				memoryPointsGetInGunnerDir="pos_gunner";
				class ViewGunner
				{
					initAngleX=5;
					minAngleX=-30;
					maxAngleX=30;
					initAngleY=0;
					minAngleY=-100;
					maxAngleY=100;
					initFov=0.69999999;
					minFov=0.25;
					maxFov=1.1;
				};
				class ViewOptics
				{
					initAngleX=0;
					minAngleX=-30;
					maxAngleX=30;
					initAngleY=0;
					minAngleY=-100;
					maxAngleY=100;
					initFov=0.093000002;
					minFov=0.093000002;
					maxFov=0.093000002;
				};
			};
		};
		class Damage
		{
			tex[] = {};
			mat[] = {};
		};
		//class Turrets {}; 

		damageHalf[] = {};
		damageFull[] = {};
	};
};

Here is a copy of my project folder if anyone wants to have a look at the model:

 

https://www.dropbox.com/s/0g90uu6rxwsuji4/Dan_Dock_Crane 2.zip?dl=0

PBO:

https://www.dropbox.com/s/0p2hkwznw0bonws/addons.rar?dl=0

 

Thanks for any help in advance.

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I've changed my config again, but cannot seem to get into the object. A driver and gunner position is created though so i'm unsure as to why as I have memory points in my model named within the model. I can provide the p3d if anyone wants. Am I missing some command or anything in order to get it to work as its quite a simple object.

 

Heres my config:

lass CfgPatches {
	class dock_crane {
		units[] = {"dock_crane"};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};

class CfgDestructPos{

};

class CfgVehicles {
	class LandVehicle;
	class StaticWeapon: LandVehicle
	{
		class Turrets;
		class MainTurret;
	};
	class dock_crane: StaticWeapon
	{

		scope = 2;
		model = "\Dan_Dock_Crane\Dock_Crane.p3d";
		displayName = "Dock Crane"; //what the item is called in editor
		editorSubcategory = "EdSubcat_Turrets"; //the sub catergory in the editor (in this case turrets)
		destrType = "DestructDefault";
		armor = 30;
		fireResistance = 0.1;
		explosionShielding = 0.1;
		damageResistance = 0.004;
		side = 3;	// 3 stands for civilians, 0 is OPFOR, 1 is BLUFOR, 2 means guerrillas
		faction	= CIV_F; //make it a civie object
		crew = "C_man_1"; //put a civie in the turret
		transportSoldier=1; //transport 1 soldier
		hasDriver = true; //allow a driver
		hasGunner = true; //allow a gunner
		memoryPointsGetInDriver = "pos_driver"; //driver get in pos memory point
		memoryPointsGetInGunner = "pos_gunner"; //gunner get in pos memory point
		getInAction = GetInLow;
		getOutAction = GetOutLow;
		class Damage
		{
			tex[] = {};
			mat[] = {};
		};
		//class Turrets {}; 

		damageHalf[] = {};
		damageFull[] = {};
	};
};

 

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Some good news and some bad news.

 

I've used a two story building to try out a theory with the crane. When I get out of it I always seem to "jump" out really high up. So I spawned one right next to a two story balcony and guess what, I can get in if I am close to the top of the crane. I can only get into the gunners seat though, I think I may have to do something to get in the drivers position as I can't find the action for it (possibly cargo = 0 doing it).

 

Now this doesn't seem right to me, as my memory points for getInGunner are near the bottom of the model. Can anyone explain to me as to why this behaviour happens? I cannot figure out why as I thought the action was supposed to be on the memory points themselves.

 

Any theories?

 

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