Oberon3d 0 Posted March 4, 2003 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 Share this post Link to post Share on other sites
philcommando 0 Posted March 11, 2003 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. Share this post Link to post Share on other sites
Eviscerator 0 Posted March 11, 2003 </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) Share this post Link to post Share on other sites
VXR 9 Posted March 11, 2003 for houses it could be posible, create the building in 2 parts and config the other part as a other class Share this post Link to post Share on other sites
philcommando 0 Posted March 12, 2003 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. 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.... Share this post Link to post Share on other sites
Eviscerator 0 Posted March 12, 2003 </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. 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. Share this post Link to post Share on other sites
Oberon3d 0 Posted March 12, 2003 Just in case anyone didn´t read the "Ferret update" the turret is fixed now... Share this post Link to post Share on other sites
philcommando 0 Posted March 13, 2003 thanks Eviscerator, knew one can count on BAS! Share this post Link to post Share on other sites
Guest BratZ Posted March 15, 2003 </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? Share this post Link to post Share on other sites
philcommando 0 Posted March 16, 2003 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? Share this post Link to post Share on other sites
Guest BratZ Posted March 16, 2003 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 Share this post Link to post Share on other sites
AXE 0 Posted March 16, 2003 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? Share this post Link to post Share on other sites
VXR 9 Posted March 16, 2003 </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 Share this post Link to post Share on other sites
AXE 0 Posted March 16, 2003 No need to be insulting Obviously I did the cpp entry, and it didn't work. Has anyone got it to work? Share this post Link to post Share on other sites