BipBip 0 Posted May 13, 2003 Hi. I'm currently working on a wheeled vehicle with a turret (like a Hummer MG to be simple). What I would like to do is to make the gunner able to turn in or out like in a tank... With the help of various BIS MLOD models from the demo (among them T72, M113 etc) I configured the stuff. On my external view LOD (0.750) I have put a M113Gunner proxy for the gunner out position, and a JeePCodriver for the "in" gunner position (because as the vehicle as glasses, you can see the gunner from outside when it's in the vehicle). Same for the pilot view LOD. Here is the interresting part of the cpp : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> gunnerAction = ManActHRLGunner; gunnerInAction = ManActJeePCoDriver; hasGunner=true; outGunnerMayFire = true; <span id='postcolor'> The other parts of the cpp is allright, as it works perfectly with a "simple" JeepMG style. If anybody has an idea...... or knows that this is another limitation of OFP....... Share this post Link to post Share on other sites
VXR 9 Posted May 13, 2003 i dont know for sure but its a limitation Share this post Link to post Share on other sites
BipBip 0 Posted May 13, 2003 Hmm :/ What do you mean ? Do you say that in your own opinion it's a limitation ? Share this post Link to post Share on other sites
VXR 9 Posted May 13, 2003 i mean as far as i know its a limitation Share this post Link to post Share on other sites
AXE 0 Posted May 13, 2003 Yes, only tracked vehicles can have turn in / out. It would be impossible for wheeled vehicles. Share this post Link to post Share on other sites
philcommando 0 Posted May 14, 2003 I have never tried turn in/out with a wheeled class vehicle before, but if you want a gunner to turn out:- 1. Noticed that even in M113, the gunner does not turn out or have a M113gunnerout proxy? 2. Noticed also that a BMPgunner has a BMPgunnerout proxy? i would suggest you try using a BMP gunnerproxy to experiment. From my own experiments, determining the in and out is by the ofp hardwired engine base on the proxy use. Another sector you should look into beside placing the osa poklop in the memory points is that you must:- 1. ensure the gunnerout proxy is in the main0.00 LOD and the view driver/gunner geometry. 2. ensure the config codes: viewexternalgunner=true, forcehidegunner = 0. 3. I hope the wheel class will except the osa poklop memory points. 4. Even though if u use the BMPgunner, dont worry that ingame the soldier turns out to be on the Eastside, for u can easily change that in the config:- crew=solderWcrew and side=1 and that proxy will become West soldier but infused with BMPgunner intank characteristics. If all else fails - try using a tank class vehicle to config your wheel class HMVee. Share this post Link to post Share on other sites
MAA 127 Posted May 14, 2003 Turn out/in is working in "car" class. But hatches are not working Share this post Link to post Share on other sites
philcommando 0 Posted May 15, 2003 hatches not working? that's strange cos hatches are just a named component in the 0.00LOD with rotation type axis called the osa poklop in the memory LOD with 2 vertices one on top of the other. Have you looked into the config.cpp whether u listed the class? If u did and it still fails.........not sure the correct code but perhaps u can try cfgModels' section inherit technique? Share this post Link to post Share on other sites
MAA 127 Posted May 15, 2003 Hatches are working only via new defined animation and addaction command in config.cpp, but it's not synchronized with original "Turn Out..." action Share this post Link to post Share on other sites
BipBip 0 Posted May 18, 2003 Well, I didn't managed to make my gunner turn in/out Morever, I don't know if : Gunner out ->> can fire and rotate turret Gunner in ->> cannot fire nor cannot rotate turret is possible... arghh this proxy and cpp stuff drives me crazzzy Share this post Link to post Share on other sites
BipBip 0 Posted May 23, 2003 Morever, I've got a strange "bug" : For an unknown reason, the cargo and gunner view LODs are ignored... the driver view lod is used by the game for all the crew members views If anybody has an idea about that... plz let me know, thanks Share this post Link to post Share on other sites
philcommando 0 Posted May 24, 2003 gunner in = sit down inside vehicle , no movement gunner out = rotate with gun, provided u select the gunner along with the turning otocs. gunnerview:- make sure u have the proxygunner in all the LODs. Share this post Link to post Share on other sites
BipBip 0 Posted May 24, 2003 arf... I used to show the proxys only on the lods in which it can be seen... example : I didn't included the driver nor cargo proxys on the lowest resolution lods like the one used to make the shadow I'll try that thanks Quote[/b] ]gunner in = sit down inside vehicle , no movement gunner out = rotate with gun, provided u select the gunner along with the turning otocs. Well, this represents what I would like to do, yes but this doesn't help me at all Share this post Link to post Share on other sites