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Oberon3d

Just to clear my self....

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If I make a model and config it as a jeepMG, make the correct selections and axis...the turret should work....doesn't it?

Or should I write something in the config file?......

I'm loosing my mind.... ;P

Cheers smile.gif

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not sure if you are using a car with turret but hope this helps:-

OFP models are modular, meaning certain classes of objects have programming codes inbuilt for assembly line modelling.

Airplane class:- yes to turret

helicopter class:- yes to turret

Tank class:- yes to turret

APC class:- yes to turret

Ship class:- yes to turret

object class:- eg, houses, fixture,etc:- not tried but i seriously doubt if u can mount a turret on a house, but then i could be wrong.

car class:- no to turret, will not recognise turret memory points

JeepMG:-?......By proxing an O2 modelled and configured mg with gunner into a car class....the proxy code must be correct to work,otherwise it will become a non active object.

workaround:- trick the engine by modelling a car as apc class ( wheeled vehicle), then the turret will be active.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 11 2003,03:32)</td></tr><tr><td id="QUOTE">car class:- no to turret, will not recognise turret memory points

JeepMG:-?......By proxing an O2 modelled and configured mg with gunner into a car class....the proxy code must be correct to work,otherwise it will become a non active object.

workaround:- trick the engine by modelling a car as apc class ( wheeled vehicle), then the turret will be active.<span id='postcolor'>

erm, in a couple of words, thats wrong, the jeep with mg's turret is configured in o2 exactly the same way as say, the UH-60's MG is, no special proxy tricks, just the otochlaven and otocvez in the resolution lods and osa hlavne, osa veze, otochlaven and otocvez in the memory lod (and usti hlavne etc)

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for houses it could be posible, create the building in 2 parts and config the other part as a other class

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thanks eviscerator for clearing that up, lol!. but i was kinda wondering.....would that mean JeepMG is a separate class, different from a car class? cos i could never for the life of me mount a turret on a car class.

Since the jeepmg is modelled totally in 02, which configVeh does it use? Many would like to know as it seems a civilian truck mounted with a mg is the next much awaited addon other than the aircraft carrier. wink.gif

Vixer:

hmmm.....2 different classes within one O2 model? or 2 separate config models combined in editor? Thanks anyway, i'll try to figure it out....nothing like some more experiments to test and expand the limits of ofp...hehe....

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 12 2003,03:26)</td></tr><tr><td id="QUOTE">thanks eviscerator for clearing that up, lol!. but i was kinda wondering.....would that mean JeepMG is a separate class, different from a car class? cos i could never for the life of me mount a turret on a car class.

Since the jeepmg is modelled totally in 02, which configVeh does it use? Many would like to know as it seems a civilian truck mounted with a mg is the next much awaited addon other than the aircraft carrier. wink.gif

Vixer:

hmmm.....2 different classes within one O2 model? or 2 separate config models combined in editor? Thanks anyway, i'll try to figure it out....nothing like some more experiments to test and expand the limits of ofp...hehe....<span id='postcolor'>

Well, its not classes that define how a vehicle acts/what it can/cant do, its the simulations, now these are hard coded so we cant change them, but they contain the information for ofp to use the model in a certain way...

so, the car 'class' uses:

simulation=car;

The Jeep MG uses the exact same simulation, so you should be able to mount a turret on a car simulation with no trouble, (Its already been done a lot of times with usermade addons, there were the armed hummers, the BTR-70, the Centauro) because the armoured vehicles here had wheels the makers were forced to use the car simulation as the tank simulation acts a lot differently than a wheeled vehicle should.

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Just in case anyone didn´t read the "Ferret update" the turret is fixed now... smile.gif

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Guest BratZ

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 11 2003,03:32)</td></tr><tr><td id="QUOTE">Airplane class:- yes to turret<span id='postcolor'>

I been gone for 2 weeks...Did I miss something?

How is this possible?

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welcome back bratz, was wondering where you've been. Just use the normal turret class config and memory points, but make sure u got the parts and names 101% correct in all the lods. er....i was kinda wondering, why would anyone wanna put a turret on a 1000km/hr & wide turning angle plane?

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Guest BratZ

You want a turret on a plane for a tailgunner position...Are you sure? I've yet to see a plane with a tailgunner.

I will check it out again ,when I get back on my Helldiver

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I tried it, i cut and pasted a working turret from a ship

onto a plane, but it didn't work. It doesn't give the

"no entry in airplane/turretbase" error like in earlier patches

though. Maybe i did something wrong?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (AXE @ Mar. 16 2003,16:59)</td></tr><tr><td id="QUOTE">I tried it, i cut and pasted a working turret from a ship

onto a plane, but it didn't work. It doesn't give the

"no entry in airplane/turretbase" error like in earlier patches

though. Maybe i did something wrong?<span id='postcolor'>

you could try to define the turret in the cpp file wink.gif

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No need to be insulting crazy.gif

Obviously I did the cpp entry, and it didn't work. Has

anyone got it to work?

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