[evo] dan 79 Posted November 9, 2017 Hi all, I am making a test boat object so that I can get used to the workflow for making some small boats but i'm having trouble with my vehicle config. I can only get into the driver seat by dragging a player into the drivers seat. I cannot get into the drivers seat when in game. I can however get into the gunners seat even though I haven't defined it. Once i'm in the gunners seat, no option is available to move to the drivers seat either. I've been using this biki page for reference purposes: https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines I have defined the memory point type "memoryPointsGetInDriver" but it doesn't seem to do anything for me. Have I missed something obvious here that's preventing me from getting in as a driver? Here is my config.cpp: class CfgPatches { class Dan_BoatPT { units[] = {"Dan_BoatPT"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgDestructPos{}; class CfgVehicles { class Ship; class Ship_F: Ship { class ViewPilot; class AnimationSources; class Eventhandlers; }; class Dan_BoatPT: Ship_F { scope = 2; author = "[EVO] Dan"; model = "\Dan_BoatPT\dan_boatpt.p3d"; displayName = "TestBoat"; faction = "CIV_F"; hasDriver = true; //allow a driver hasGunner = true; //allow a gunner memoryPointsGetInDriver = "engine1_axis"; radarType = 8; side = 3; simulation = "shipx"; idleRpm = 1000; redRpm = 4000; maxSpeed = 20; thrustDelay = 30; overSpeedBrakeCoef = 0.5; enginePower = 8000; engineShiftY = 2; waterLeakiness = 1000; waterResistanceCoef = 0.01; waterLinearDampingCoefX = 10; waterLinearDampingCoefY = 1.2; rudderForceCoef = 12; rudderForceCoefAtMaxSpeed = 15; memoryPointsLeftWaterEffect = "engine1_axis"; memoryPointsRightWaterEffect = "engine2_axis"; memoryPointsLeftEngineEffect = "engine2_axis"; memoryPointsRightEngineEffect = "engine1_axis"; class complexGearbox { GearboxRatios[] = {"R1",-0.782,"N",0,"D1",2,"D2",1.85,"D3",1.75}; TransmissionRatios[] = {"High",1}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; destrType = "DestructBuilding"; armor = 30; fireResistance = 0.1; explosionShielding = 0.1; damageResistance = 0.004; class Damage { tex[] = {}; mat[] = {}; }; damageHalf[] = {}; damageFull[] = {}; }; }; Here is a link to my whole test object: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0 https://www.dropbox.com/s/xumx7310p5lro60/BoatPBo.rar?dl=0 Share this post Link to post Share on other sites
martinezfg11 334 Posted November 9, 2017 Driver memory points also require a direction. Also, make another mem point for the driver other than "engine1_axis". memoryPointsGetInDriver = where you need to be standing to enter memoryPointsGetInDriverDir = direction you need to be facing to enter Also from the cfgVehicles ref https://community.bistudio.com/wiki/CfgVehicles_Config_Reference ...preciseGetInOut Integer: Defines location of getin point. 0 = use memoryPointGetIn , 1 = use model center as get in point, 2 = use proxy of crew position as get in point. Default is 0. preciseGetInOut=0; //for vehicle crew cargoPreciseGetInOut=0; // for passengers Share this post Link to post Share on other sites
[evo] dan 79 Posted November 9, 2017 2 minutes ago, martinezfg11 said: Driver memory points also require a direction. Also, make another mem point for the driver other than "engine1_axis". memoryPointsGetInDriver = where you need to be standing to enter memoryPointsGetInDriverDir = direction you need to be facing to enter I just used that mem point to try it. I'll give it a try later. I understand the first point now about defining the standing point rather than the access point. How would I define the direction as memory points, is there anything special I have to do ? Share this post Link to post Share on other sites
martinezfg11 334 Posted November 9, 2017 Look at my last edit. memoryPointsGetInDriverDir would simply be another vertex in the direction the player needs to be facing this is relative to memoryPointsGetInDriver. Share this post Link to post Share on other sites
[evo] dan 79 Posted November 9, 2017 1 minute ago, martinezfg11 said: Look at my last edit. memoryPointsGetInDriverDir would simply be another vertex in the direction the player needs to be facing this is relative to memoryPointsGetInDriver. Ok, thanks for that, i'll give it a try later. Share this post Link to post Share on other sites
[evo] dan 79 Posted November 9, 2017 No luck, I've changed the config and added a couple of memory points but I still have no action to get in the vehicle although I now get out in the right place. Heres the updated project: https://www.dropbox.com/s/gsb1hyb2artsu8v/Dan_BoatPT.rar?dl=0 Share this post Link to post Share on other sites
martinezfg11 334 Posted November 9, 2017 Did you add preciseGetInOut=0? I'll take a look at your file later today or tomorrow. Share this post Link to post Share on other sites
[evo] dan 79 Posted November 9, 2017 9 minutes ago, martinezfg11 said: Did you add preciseGetInOut=0? I'll take a look at your file later today or tomorrow. Yes. I've even tried increasing the getInRadius to 25m, only get the gunner seat still. I've figured it out. You NEED to have driverAction = driver_mid01; Otherwise it doesn't work. I added this and its fine now. 1 Share this post Link to post Share on other sites
martinezfg11 334 Posted November 9, 2017 Good ole Arma Share this post Link to post Share on other sites