A.W.O.L 0 Posted December 9, 2002 Ok I am making a bunker with a machine gun position. Basicly it looks like a bunker and u can walk inside it BUT as it is officialy a fixed machine gun veichal u can also get in as gunner. Ok that works fine. Now I want to add cargo. BUT NOT A DRIVER as it is a bunker- Â it is not supposaed to moive. Is very simple bunker design. Get in as gunner and u can fire a fixed MG42. I want get in as cargo so that u could have the cargo sitting on crates of something in the back like they are relaxing. Can u have cargo if u use an Fixed MG as the class? Here is the config: // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class AWOL_Pillbox1 { units[] = {AWOL_Pillbox1}; requiredVersion = 1.01; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class AWOL_Pillbox1: Weapon{}; }; class CfgAmmo { class Default {}; class BulletSingle : Default {}; class mg42Ammo: BulletSingle { hit=12;indirectHit=0.1;indirectHitRange=0.1; minRange=20;minRangeProbab=0.80; midRange=500;midRangeProbab=0.95; maxRange=3000;maxRangeProbab=0.05; cost=30; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class Browning: MachineGun12_7{}; class AWOL_Pillbox1: Browning { Â ammo=mg42Ammo; Â displayName="MG42"; Â displayNameMagazine="MG42"; Â shortNameMagazine="MG42"; Â count=100; Â initSpeed=600; Â reloadTime=0.100000; Â magazineReloadTime=6; Â dispersion=0.0015; Â sound[]={"\AWOL_Pillbox1\mg42.wav",db0,1}; Â Â Â Â Â Â Â Â Â soundContinuous=0; Â maxLeadSpeed=865; aiRateOfFire=0.001; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; Â class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class AWOL_Pillbox1: M2StaticMG { Â displayName="AWOL_Pillbox1"; Â Â Â Â Â Â Â Â Â picture="im113"; Â Â Â Â Â Â Â Â Â model="\AWOL_Pillbox1\AWOL_Pillbox1"; Â cost=15000; Â weapons[]={"mg42"}; Â magazines[]={"mg42","mg42","mg42","mg42"}; Â Â Â Â Â side=0; Â crew="SoldierGB"; Â armor=60; Â armorStructural=20.000000; Â icon="kulomet.paa"; Â //modelOptics="optika_PK"; Â Â Â Â Â Â Â class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-30; maxElev=+30; minTurn=-60; maxTurn=+60; }; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxytpillbox: ProxyWeapon{}; }; class CfgVehicleActions { AWOL_Pillbox1Gunner="Up"; } Can u make it so there is cargo? Say 3 people can get in as crago. I can do all the stuff u need to do in the model itself. But doesnt work. Is it possible or not? Thanks Share this post Link to post Share on other sites
PicVert 0 Posted December 10, 2002 I think you can not. But you can give gunner point in p3d ? I think that should work.. If not sorry.. Share this post Link to post Share on other sites
Guest BratZ Posted December 12, 2002 ? ..You defined it as a vehicle and yes but not as cargo,you need to assign the proxy positions in o2,depending on where you want soldiers to sit,stand or lay etc... Follow Brssebs tutorial for inserting proxy postions http://ofp.gamezone.cz/_hosted/brsseb/tutorials/lesson2/lesson2_h.htm A good example is Zwadar's bustop..declared as a vehicle but was a building that you sit in,he made the bench and used the driver/passenger postions Share this post Link to post Share on other sites
jojimbo_No_1 0 Posted December 15, 2002 yes,as long as the bunker thinks its a vehicle,cargo can get in, add this to the cpp cargoAction[]{ManActCargo}; transportSoldier=8; (as many as you want) typicalCargo[]={soldierGB}; you gotta have the proxys in the p3d, proxy:cargo.01 proxy:cargo.02 etcetc Share this post Link to post Share on other sites
PicVert 0 Posted December 15, 2002 Very usefull tips for mounted weapon in building and other. Me I give you a little star. Share this post Link to post Share on other sites
A.W.O.L 0 Posted December 15, 2002 Thanks for ur help. Looked at Zwaers bus stop and have altered by config to this. however OFP wont load as there is a mistake in the config. Have I made a really obvious mistake? // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 #define CanSeeRadar 1 #define CanSeeRye 2 #define CanSeeOptics 4 #define CanSeeEar 8 #define CanSeeCompass 16 #define CanSeeRadarC CanSeeRadar+CanSeeCompass #define CanSeeAll 31 class CfgPatches { class AWOL_Pillbox1 { units[] = {AWOL_Pillbox1}; requiredVersion = 1.01; }; }; class CfgModels { class Default{}; class Weapon: Default{}; class AWOL_Pillbox1: Weapon{}; }; class CfgAmmo { class Default {}; class BulletSingle : Default {}; class mg42Ammo: BulletSingle { hit=12;indirectHit=0.1;indirectHitRange=0.1; minRange=20;minRangeProbab=0.80; midRange=500;midRangeProbab=0.95; maxRange=3000;maxRangeProbab=0.05; cost=30; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class Browning: MachineGun12_7{}; class AWOL_Pillbox1: Browning { ammo=mg42Ammo; displayName="MG42"; displayNameMagazine="MG42"; shortNameMagazine="MG42"; count=100; initSpeed=600; reloadTime=0.100000; magazineReloadTime=6; dispersion=0.0015; sound[]={"\AWOL_Pillbox1\mg42.wav",db0,1}; soundContinuous=0; maxLeadSpeed=865; aiRateOfFire=0.001; // delay between shots at given distance aiRateOfFireDistance=1000; // at shorter distance delay goes lineary to zero }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land: AllVehicles{}; class LandVehicle: Land{}; class Tank: LandVehicle{}; class APC: Tank{}; class M113:APC{}; class M2StaticMG: M113{}; class AWOL_Pillbox1: M2StaticMG { scope=2; crew="Civilian"; hasDriver=0; icon="unknown_move"; maxSpeed=1; side=0; displayName="AWOL_Pillbox1"; nameSound="jeep"; accuracy=0.500000; armor=1000; cost=30000; fuelCapacity=0; transportSoldier=1; transportAmmo=0; model= \AWOL_Pillbox1\AWOL_Pillbox1; armorWheels=0.120000; hasgunner=1; vehicleClass="Objects"; cargoAction[]={"ManActJeepCoDriverBack"}; cargoIsCoDriver[]={1,0}; typicalCargo[]={"Civilian2"}; class IndicatorSpeed class Turret { gunAxis = "osahlavne"; turretAxis = "osaveze"; soundServo[]={Vehicles\gun_elevate2,db-30,1.0}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; body = "OtocVez"; gun = "OtocHlaven"; minElev=-30; maxElev=+30; minTurn=-60; maxTurn=+60; }; }; }; class CfgNonAIVehicles { class ProxyWeapon{}; class Proxytpillbox: ProxyWeapon{}; }; class CfgVehicleActions { AWOL_Pillbox1Gunner="Up"; } Share this post Link to post Share on other sites