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Turn in/out with a turret of wheeled vehicle...

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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....... wink.gif

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i dont know for sure but its a limitation

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Hmm :/

What do you mean ?

Do you say that in your own opinion it's a limitation ? sad.gif

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i mean as far as i know its a limitation smile.gif

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Yes, only tracked vehicles can have turn in / out. It would

be impossible for wheeled vehicles.

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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.

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Turn out/in is working in "car" class. But hatches are not working sad.gif

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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?

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Hatches are working only via new defined animation and addaction command in config.cpp, but it's not synchronized with original "Turn Out..." action sad.gif

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Well, I didn't managed to make my gunner turn in/out sad.gif

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 crazy.gif

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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 rock.gif

If anybody has an idea about that... plz let me know, thanks

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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.

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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 smile_o.gif

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 smile_o.gif

but this doesn't help me at all biggrin_o.gif

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