Powerslide 0 Posted November 24, 2002 Ok guys, heres the problem, we have our LAV III coyote ready to go but we are having problems setting an external view for the driver and gunner. This is an armored unit but is not on tracks, it is on wheels, so we have it classed to jeep with a machine gun and have tried many variations for external driver and gunner views. Is it at all possible to make a wheeled vehicle have external views like a tank? Does anyone know the answer? Many countrys are using the LAVII and Coyote, it is essential we get this working properly, perhaps an update to 1.46 is in order. We will not release this until it can be done properly. Screens of it can be seen at our site. Thanks in advance. Operation Northstar Share this post Link to post Share on other sites
Powerslide 0 Posted November 27, 2002 Anybody??........Anybody???........doh!!! Share this post Link to post Share on other sites
brsseb 0 Posted November 27, 2002 A assume that the tip I gave you didnt work...?? (The one about classing it as a tank (to get the views) and copying the physics from the carclass to make it act like one...?) brsseb Share this post Link to post Share on other sites
PSC 0 Posted November 28, 2002 What brsseb said is the right way. Make it class </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: Landvehicle{}; class APC: Tank{}; class BMP: APC{}; class Coyote: BMP {}; }; <span id='postcolor'> and add a line called </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> simulation = car; <span id='postcolor'> PSC P.S.: Don't be dissapointed if it does not work the way you want it do be. Share this post Link to post Share on other sites
Powerslide 0 Posted November 28, 2002 But thats the point PSC, we will be dissapointed. It is designed to work a certain way, and there should be full support for this type of unit as it is widely used. I mean sure, we can make it work that way, but it won't be exactly correct. Share this post Link to post Share on other sites
PicVert 0 Posted December 2, 2002 Posted on Nov. 28 2002,00:58 -------------------------------------------------------------------------------- A assume that the tip I gave you didnt work...?? (The one about classing it as a tank (to get the views) and copying the physics from the carclass to make it act like one...?) brsseb I think if use that, you've been to modify your P3d with some memory points or selections. But I think too that the only way for your request. Share this post Link to post Share on other sites
suma 8 Posted December 2, 2002 Hint: Usage of external (Turned out) views is mainly controlled by following properties: hideProxyInCombat = true; forceHideGunner = false; forceHideDriver = false; forceHideCommander = false; Share this post Link to post Share on other sites
Powerslide 0 Posted December 3, 2002 Thanks for the hint Suma, although I wish the "hint" had about 300 lines...... Share this post Link to post Share on other sites
Sigma-6 29 Posted December 3, 2002 Hey Brsseb. . . we'll be expecting you to write a tutorial about this if you can get it to work. . . lol Share this post Link to post Share on other sites
Sigma-6 29 Posted December 5, 2002 Ok, now. . . what's wrong here. . . Technically, I have an M1A1 that drives like a car. Now, after doing this, the Turn in/out option is activated, so I can choose it when I'm driving the vehicle, where this never happened before. . . . Here are the problems: 1. Without the 'manact blahblahblah' specified, as below, the turn in/out positions are roughly identical, as in, floating way above the vehicle. I'm using the proxies for the T72 crew in the model. With the crew animations specified as the T72 crew, the positions are reversed: when I turn out, my crew are accurately positioned within the model, and the viewcargo lod is obviously in use (? shouldn't it use the resolution LOD ?). . . when I turn in, the same LOD is in use, but my people are floating way up above the vehicle. 2. the hatch animations do not do anything at all, even though the selections are specified in the proper places, and the proxies never appear in the external shots of the vehicle, even though they're in the resolution LODs. 3. My gunnerview never moves up and down with the barrel, regardless of the fact that it's specified as part of the barrel in the memory LOD. It also doesn't zoom. It's apparently only coming from the proxy's eyes, but I may be wrong. 4. this combination of tank class and car simulation *only* works if I specify the initial class as an M1A1. If I try any other inheritance, it doesn't even show up in the editor. . . Is anything I'm trying to do even possible? If this were a tank, there'd be no problem . . . I have a field day with tanks. . . the thing is, this is basically a tank with wheels, and If it were that simple. . . that'd be great. . . </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class M1Abrams: Tank {}; class CAF_Coyote: M1Abrams { camouflage=5; audible = 4; maxSpeed=103; displayName="Canadian LAV-Recce Coyote"; model="\CAF_Coyote\CAF_Coyote.p3d"; icon="bmp"; mapsize=12; soundEngine[]={"\CAF_Coyote\diesel.wav",db-10,1.1}; crew="CAF_Crew"; transportSoldier = 0; namesound="apc"; wheelcircumference=4.1256; type=1; hasdriver=1; hasgunner=1; hascommander=1; vehicleclass="Armored"; simulation=car; getInRadius = 3.5; fuelCapacity=1000; irScanRange=4000; irscanground=true; airlock=1; irlock=1; nightVision=1; gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar; insideSoundCoef = 0.7; unloadInCombat = 1; hideProxyInCombat = true; forceHideGunner = false; forceHideDriver = false; forceHideCommander = false; weapons[]={"CAF_25mm"}; magazines[]={"CAF_25mm"}; class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-4; maxElev=+20; minTurn=-360; maxTurn=+360; body = "OtocVez"; gun = "OtocHlaven"; }; sensitivityEar=0.0175; drivercansee=2 + 8 + 16; dammageHalf[]={}; dammagefull[]={}; scudLaunch = ""; scudStart = ""; damperSize = 0.50; damperForce = 8.5; armor=320; armorStructural=2.0; class HitEngine {armor=0.8;material=60;name=engine;passThrough=1;} class HitHull {armor=1;material=50;name=hull;passThrough=1;}; class HitTurret {armor=0.8;material=51;name=turet;passThrough=1;}; class HitGun {armor=0.6;material=52;name=gun;passThrough=1;}; armorHull=1; armorTurret=0.8; armorGun=0.6; armorEngine=0.8; armorLights=0.4; armorBody=0.4; armorFuel=1.4; armorWheels=0.05; armorGlass=0.5; cost=100000; formationX=25; formationZ=30; formationTime=15; turnCoef=3.5; terrainCoef=2.5; steerAheadSimul=0.3; steerAheadPlan=0.4; predictTurnSimul=1.2; predictTurnPlan=0.8; accuracy=0.12; precision= 3; brakeDistance=3; unitInfoType=UnitInfoCar; preferroads=0.3; }; }; };<span id='postcolor'> Share this post Link to post Share on other sites
Sigma-6 29 Posted December 9, 2002 I'm bumping this because I believe that it's very important to have this problem solved. Until we do, no-one can make wheeled vehicles that behave like tanks, and there are certainly a lot of those in the world. Share this post Link to post Share on other sites