nephilim 0 Posted January 24, 2005 ok old story that odl shit is still taking off! i have no idea why.... its really weird. when im close to it or the im the driver or so nothing happens everythings right when i move away from and its still nothing happens when its strats moving when im away it starts takign off and flies around when i place the player away from teh apc on the map it takes of straight up..... ive already tried removign the geolod/firelod compontents of the wheels but its still takes off... its really annoying and frustrating... anyone knows wots wrong big thx for any help Share this post Link to post Share on other sites
philcommando 0 Posted January 24, 2005 Vehicle taking off:- Possible reasons:- 1. The weight of the geolod is too light 2. Config of vehicle inherited a 'simulation ="plane"; 3. The setvelocity script is activated by itself from a slight bounce on the ground. 4. The landcontact is set too high above geolod 5. The speed of craft is too fast for a normal similar class vehicle. this is what i experienced.... Share this post Link to post Share on other sites
nephilim 0 Posted January 24, 2005 1.teh mass is 15000 2. it deosnt ahve such an entry 3. there is no setvelocity script(??) 4. nope the landconatact (4 points are directly under the wheels) are under the geo lod and hters still space between tehm though not much (15-20 cm id say) 5. its max speed is 150 its cfged asa jeepMG its really weird cuz when i payl as the apc everythigns fine he trouble starts when im starting hte mission soem meters away from teh apc.... its just flies way up.... nothing more... Share this post Link to post Share on other sites
Footmunch 0 Posted January 24, 2005 Sounds like GeoLOD problems. Try re-starting the geometry from scratch. Delete the LOD itself, then create a new blank LOD and use only 'boxes'. Select all and assign a mass of 30000. Do the component convex hull command. Share this post Link to post Share on other sites
nephilim 0 Posted January 24, 2005 ok i just tried same bug if i leave away the geolod it stands still and cant (at least it doenst fly away) if i add geolod (any shape, any size, any mass) it takes off it looks similar to a chopper when flying (nose down tail up) but its has a cfg of a jeep with MG and the taking of only happens when im bit away from it (10m or so) when im close everythigns fine or if it starts close to me and move forward via way points it takes off after some meters.... Share this post Link to post Share on other sites
Footmunch 0 Posted January 24, 2005 Can you post the CfgVehicles section of the config.cpp? Share this post Link to post Share on other sites
nephilim 0 Posted January 24, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//USCM APC by manticore #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 #define private 0 #define protected 1 #define public 2 class CfgPatches { class uscm_m577 { units[] = {"uscm_m577"}; weapons[] = {}; requiredVersion = 1.91; }; }; class CfgModels { class Default {}; class Land: Default {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car{}; class JeepMG: Jeep{}; class M577_A1: JeepMG { sectionsInherit="Vehicle"; sections[]= { "a1", "a2" }; }; }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class ExplosiveBullet: BulletSingle {}; class Bullet30: ExplosiveBullet {}; class uscm_20mm_HE2x: Bullet30 { hit=350; indirectHit=75; indirectHitRange=9; minRange=150;minRangeProbab=0.20; midRange=800;midRangeProbab=0.20; maxRange=1500;maxRangeProbab=0.05; tracerColor[]={0,0,0,0.000000}; tracerColorR[]={0,0,0,0.000000}; }; class uscm_20mm_HEAP2x: uscm_20mm_HE2x { hit=395; indirectHit=66; indirectHitRange=7.5; minRange=150;minRangeProbab=0.20; midRange=800;midRangeProbab=0.20; maxRange=1500;maxRangeProbab=0.05; tracerColor[]={0,0,0,0.000000}; tracerColorR[]={0,0,0,0.000000}; }; class uscm_20mm_APF2x: uscm_20mm_HE2x { hit=100; indirectHit=35; indirectHitRange=11.5; minRange=150;minRangeProbab=0.20; midRange=800;midRangeProbab=0.20; maxRange=1500;maxRangeProbab=0.05; tracerColor[]={0,0,0,0.000000}; tracerColorR[]={0,0,0,0.000000}; }; }; class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class MachineGun30 : MachineGun7_6 {}; class MachineGun30W: MachineGun30 {} class uscm_20mm_2x: MachineGun30W { displayName="2x20mm Gattling Gun"; displayNameMagazine="2x20mm Gun"; shortNameMagazine="2x20mm"; count=1700; modes[]={"Single","Burst","FullAuto"}; class Single { ammo=uscm_20mm_HE2x; displayName="2 x 20mm HE"; reloadTime=0.08; dispersion=0.012; burst=1; ffCount=1700; autofire=1; multiplier = 2; recoil=riffleSingle; sound[]={"Weapons\automatic_cannon",db10,1}; soundContinuous=true; aiRateOfFire=0.5; aiRateOfFireDistance=1000; useAction = false; useActionTitle = ""; }; class Burst { ammo=uscm_20mm_HEAP2x; displayName="2 x 20mm HEAP"; reloadTime=0.08; dispersion=0.012; burst=1; ffCount=1700; autofire=1; multiplier = 2; recoil=riffleSingle; sound[]={"Weapons\automatic_cannon",db10,1}; soundContinuous=true; aiRateOfFire=0.5; aiRateOfFireDistance=1000; useAction = false; useActionTitle = ""; }; class FullAuto { ammo=uscm_20mm_APF2x; displayName="2 x 20mm APF"; reloadTime=0.08; dispersion=0.012; burst=1; ffCount=1700; autofire=1; multiplier = 2; recoil=riffleSingle; sound[]={"Weapons\automatic_cannon",db10,1}; soundContinuous=true; aiRateOfFire=0.5; aiRateOfFireDistance=1000; useAction = false; useActionTitle = ""; }; }; }; class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Car: LandVehicle {}; class Jeep: Car{}; class JeepMG: Jeep{}; class uscm_m577: JeepMG { namesound="APC"; scope=public; crew=Civilian2; transportSoldier = 8; driverCanSee=CanSeeAll; getInRadius=10; maxSpeed=150; side=TWest; vehicleClass="USCM - Vehicles"; displayName="M577 A1 APC"; brakeDistance=3; class Reflectors { class Left { color[]={0.900000,0.800000,0.600000,1.000000}; ambient[]={0.100000,0.100000,0.100000,1.000000}; position="L svetlo"; direction="konec L svetla"; hitpoint="L svetlo"; selection="L svetlo"; size=0.500000; brightness=1.000000; }; class Right { color[]={0.900000,0.800000,0.600000,1.000000}; ambient[]={0.100000,0.100000,0.100000,1.000000}; position="P svetlo"; direction="konec P svetla"; hitpoint="P svetlo"; selection="P svetlo"; size=0.500000; brightness=1.000000; }; }; class TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; soundServo[]={}; minElev=-20; maxElev=+20; minTurn=-45; maxTurn=+45; body = "OtocVez"; gun = "OtocHlaven"; }; class Turret: TurretBase { soundServo[]={Vehicles\gun_elevate,db-60,1.0}; minElev=-1; maxElev=+1; minTurn=-60; maxTurn=+60; }; sensitivity=0.600000; hiddenselections[]={"a1","a2"}; animated=1; class Animations { class driverdooranim { type="rotation"; animPeriod=1; selection="driverdoor"; axis="driverdoor_axis"; angle0=0; angle1=-1.92; }; class maindooranim { type="rotation"; animPeriod=1; selection="maindoor"; axis="maindoor_axis"; angle0=0; angle1=rad 4; }; class mainturretanim1 { type="rotation"; animPeriod=5; selection="a1"; axis="back_turret_1_axis"; angle0=0; angle1=rad 90; }; class mainturretanim2 { type="rotation"; animPeriod=5; selection="tur2_anim"; axis="back_turret_2_axis"; angle0=0; angle1=rad -90; }; }; class UserActions { class open_maindoor { displayName="Open Maindoor"; position="pos cargo"; radius=1.000000; condition="this animationPhase ""maindooranim"" < 0.5"; statement="this animate [""maindooranim"", 3]"; }; class close_maindoor { displayName="Close Maindoor"; position="pos cargo"; radius=1.000000; condition="this animationPhase ""maindooranim"" >= 0.5"; statement="this animate [""maindooranim"", 0]"; }; class open_driverdoor { displayName="Open Driverdoor"; position="pos driver"; radius=1.000000; condition="this animationPhase ""driverdooranim"" < 0.5"; statement="this animate [""driverdooranim"", 1]"; }; class close_driverdoor { displayName="Close Driverdoor"; position="pos driver"; radius=1.000000; condition="this animationPhase ""driverdooranim"" >= 0.5"; statement="this animate [""driverdooranim"", 0]"; }; }; armor=100; accuracy=0.80; fuelCapacity=100; model="\uscm_m577\M577_A1"; type=VArmor; cost=100000; terrainCoef=0.200000; wheelCircumference=4.513; turnCoef=8.0; armorWheels=0.800000; weapons[]={uscm_20mm_2x}; magazines[]={uscm_20mm_2x}; soundEnviron[]={Vehicles\OldRolling_Treads1,db-10,0.7}; soundEngine[]={Vehicles\dieseltruckloop2,db-20,1}; soundCrash[]={Vehicles\crash_small2,db-10,1}; soundGear[]={Vehicles\Gear_Trans1,db-40,1}; soundDammage[]={Objects\alarm_loop1,db-40,1}; attendant = true; transportAmmo = 1; class Eventhandlers { init="[_this select 0] exec {\uscm_m577\Scripts\Init.sqs} "; getin = "[_this select 0,{getin}] exec {\uscm_m577\Scripts\Keys.sqs}"; } transportMaxMagazines = 100; transportMaxWeapons = 25; }; class Man: Land{}; class Soldier: Man{}; class SoldierWB: Soldier{}; class uscm_APCfake: SoldierWB { displayName="APC"; nameSound="apc"; model="\uscm_m577\apc_fake"; vehicleClass=""; scope=1; side=TWest; cost=100000 sensitivity=1.25; accuracy=2.500000; armor=5; armorStructural=2.0; armorHead=0.7; armorBody=5.5; armorHands=0.5; armorLegs=0.5; weapons[]={}; magazines[]={}; animated=1; }; class Static: All {}; class Building: Static {}; class NonStrategic: Building {}; class TargetTraining: NonStrategic {}; class TargetGrenade: TargetTraining {}; class apc_redl: TargetGrenade { scope = public; sound="cc_dummy"; simulation="fire"; armor="2"; displayName = "apc_redl"; vehicleClass = "USCM - Vehicles"; model = "\uscm_m577\apc_redl.p3d"; class smoke { interval=0; timetolive=0; cloudletDuration=10; cloudletAnimPeriod=0; cloudletSize=0; cloudletAlpha=0; cloudletGrowUp=0; cloudletFadeIn=0; cloudletFadeOut=0; cloudletAccY=0; cloudletMinYSpeed=0; cloudletMaxYSpeed=0; cloudletShape=koulesvetlo; cl_basic=0; cloudletColor[]={0,0,0,0}; initT=0; deltaT=0; maxT=0; class table{}; density=0; size=0; in=0; out=0; initYSpeed=0; }; class Light { Shape="koulesvetlo"; color[] = {7,0,0,0.5}; ambient[] = {7,0,0,0.5}; position = "light"; size = 0.00000001; brightness = 0.01; }; class EventHandlers { Init="_this exec ""\uscm_m577\Scripts\Lightinit.sqs"";"; }; }; }; class CfgSounds { class cc_dummy { name = cc_dummy; sound[] = {"", 1, 1}; titles[] = {}; }; }; Share this post Link to post Share on other sites
Footmunch 0 Posted January 24, 2005 The CfgModels is a bit wrong. Try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle{}; class M577_A1: Car{ sectionsInherit = "Car"; sections[]={"a1","a2"}; }; }; If that fixes it, I'll be surprised Share this post Link to post Share on other sites
nephilim 0 Posted January 24, 2005 nope still not working.... imgetting nuts btw can the raodway lod affect this behaviour? cuz my apc has a roadway lod inside so u can walk in it i know that there are probs with some memory points when road way is in the way any more ideas? Share this post Link to post Share on other sites
Footmunch 0 Posted January 24, 2005 Roadway lods can sometimes be a bit strange - try removing that LOD altogether and seeing if there's any difference. terrainCoef= 0.2 seems a bit low compared to the values in the commented configs. Try 2, 5 or 10, maybe? Do you have any points in the memory LOD that are a long way away from the (0,0,0) origin? For example, rotation axes? I remember Trenchfeet had a very odd problem with this on his P-51... Share this post Link to post Share on other sites
nephilim 0 Posted January 24, 2005 Edit: Fixed its been the roadway indeed... i onyl hope bis will kind improve this i ahve to make a bloody compromise thÃs way thx for any help cheers Share this post Link to post Share on other sites