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pogingwapo

Where in the config?

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Where in the config can I find the line that fixes the driver, passenger, gunner in the right position?

I have tried replacing the default BIS truck p3d file with a better truck addon p3d but when I load the model ingame the driver is under the truck. ('crazy_o.gif')

Same is true with other addons especially tank addons when they are used to replace the default BIS p3d.. Either the passengers are sitting too high up in the air or they are underground.

Where do I make the adjustments? Is it in the config.bin? Or in the model itself?

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well your wasting your time in the config, having fought this in adozen vehicle packs already you need to look to O2 for the fix. You move the driver's trinagle proxy up or down till in the correct postion. Yes it requires loading and relaoding the pbo till your get it right due to buldozer will not display how the game sees it which is different.

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hi pogingwapo,

never mind the following, i totally misunderstood your question, i thought you wanted to add another addon into your game-config, didnt realize that you try to import your own model tounge_o.gif

it is not enough to just change the model in the config, this is only possible when the new model uses the same animation (driver, gunner, commander), but if it uses different animations these need to be specified in the config too (same like different textures, hidden sections, weapons and the like)

to find out what animations an addon uses, depbo it and read the config file, the new animations and other necessities are defined there

greets Honcho

ps: i am just a beginner with config editing, so you might better wait for an conformation on what i just said wink_o.gif

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As bobcatt said, there are triangles in the model named similar to "proxy:cargo.01" or "proxy:driver.01" which define the position and direction of the unit inserted there. How the unit will look and sit in the end is defined by a *.rtm animation, usually default animations are used but as you can see in e.g. the DKM Comanche or the OW Mi-26, you can also make your own animations and define them in the config if you want the driver, cargo or whatever to fit perfectly into your model.

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Where in the config can I find the line that fixes the driver, passenger, gunner in the right position?

I have tried replacing the default BIS truck p3d file with a better truck addon p3d but when I load the model ingame the driver is under the truck. ('crazy_o.gif')

Same is true with other addons especially tank addons when they are used to replace the default BIS p3d.. Either the passengers are sitting too high up in the air or they are underground.

Where do I make the adjustments? Is it in the config.bin? Or in the model itself?

I remember when i ran into this problem when making my private replacements.

The solution is in the specific addon config.cpp

in the lines DriverAction, DriverInAction, GunnerAction, GunnerInAction, CargoAction , that are telling OFP which animation it must play for each cargo/driver/gunner proxies

I will take the example , when i wanted to replace the BIS Jeep by a Combat HMWV , their M 1097 to be exact.

The BIS jeep class definition had those lines

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction="ManActJeepDriver";

cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"};

If i just replaced the Jeep model by the M1907 without touching those lines , OFP would only use the new M1907 model but will try to place the BIS Jeep animations, with a really "funky" result with 2 of the passengers (the ones in the rear).

So , by browsing the combat vehicules config.cpp , i noticed that the M1907 had those lines

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction="ManActJeepDriver";

cargoAction[]={"ManActJeepCoDriver","ManActCargo"};

Notice the difference for the cargoaction part

By replacing the previous BIS jeep cargo action line by the combat line, it will solve the problem for the rear passengers, they will have the good position.

So for your truck replacement, you need to look at their config.cpp , to find what are the difference in those driver/gunner/cargo..action[]=.... lines

Sometime , you will notice that there are animation names that are not defined in your config , as by example for BAS blackhawk as they use new animations , different from BIS for some of their proxies , so just changing the cargo/driver/gunner action lines will not solve everything, as OFP will not find where those new animations are defined.

For an example, in the BAS chopper , in the cargo action line (that point out to OFP what animation it must use to place the units in cargo) , you will have to use

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cargoAction[]={"ManActCargo","ManActBAS_MH60Cargo2","ManActBAS_MH60Cargo3","ManActBAS_MH60Cargo4","ManActBAS_MH60Cargo5","ManActBAS_MH60Cargo6","ManActBAS_MH60Cargo7","ManActBAS_MH60Cargo8","ManActBAS_MH60Cargo9","ManActBAS_MH60Cargo10","ManActBAS_MH60Cargo11","ManActBAS_MH60Cargo12"};

i will take only the case of ManActBAS_MH60Cargo2

That is not an animation defined in BIS config , so unless you add the BAS addons in the " preloadaddons " section of your config, OFP does not know where to find them and will give an error.

Notice that adding simply the BAS addons in the

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class PreloadAddons

is the easy way , as OFP will load at the start up the BAS addons and so will read their specific config.cpp .

This will spare you to go the longer and more difficult way (as OFP will "learn" what are the new animations), i detail after that, but it will add some time to OFP loading

So if you don't add the BAS addons in the preloadaddons section, you will need to define, like BAS did in their config.cpp those animations

For the ManActBAS_MH60Cargo2 (for the example) you will need to add , like BAS did, several definitions

1st - search for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicleActions

Now you will see a lot of those animation name defined , add somewhere there

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BAS_MH60Cargo2="BAS_MH60Cargo2";

You have then defined the name, but you need to define the new animation itself , so now search for

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Driver:Default

You will notice it contains the Driver animation definition

After this one, and before

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Pilot:Driver

add this definition, took from the BAS config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BAS_MH60Cargo2:Driver

{

file=\BAS_MAH60\Anim\BAS_MH60Cargostat.rtm;

speed=10000000000.0;

looped=1;

equivalentTo=BAS_MH60Cargo2;

interpolationSpeed=1;

connectTo[]={BAS_MH60CargoDying,1};

}

Notice the line connectTo[]={BAS_MH60CargoDying,1};

It means you have to define the BAS_MH60CargoDying animation

So find in the BAS config where it is, and copy it after your previous BAS_MH60Cargo2 definition, and before the

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Pilot:Driver

in that case it is

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BAS_MH60CargoDying:DefaultDie

{

actions=NoActions;

file=\BAS_MAH60\Anim\BAS_MH60Cargosmrt.rtm;

speed=-1;

looped=false;

soundEnabled=false;

};

You have to know that animations with "Dying" in their names are animated animation that made the unit come from the living state to the dead state, they are not the static ones that are representing the immobile dead unit.

So there is a class BAS_MH60CargoDead to define just after the class BAS_MH60CargoDying one

Let's see in BAS config , and tadaa ! there is one , so just add this like previously, after the class BAS_MH60CargoDying and before the class Pilot:Driver

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class BAS_MH60CargoDead:BAS_MH60cargoDying

{

actions=DeadActions;

file=\BAS_MAH60\Anim\BAS_MH60Cargosmrt2.rtm;

speed=10000000000.0;

terminal=true;

connectFrom[]={BAS_MH60cargoDying,1};

connectTo[]={DeadState,1};

Voila, you have your new BAS animation defined

Use this example i gave there and adapt it to your vehicle replacement

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Well if he was a bit more decriptive about the problem might help sounded like he had the floating drive problem, tow of combats trucks never display the driver postions correctly the tow mount and the MK9 the driver is one the wrong side Codriver doesn't even show asume merged with the driver in the other seat. Someof the bis jeeps cause a CTD as well, maybe should just reinstall OFP might be corrupted.

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Fixed already! smile_o.gif

The addon p3d I was using to replace the default BIS p3d was not using the same "manactjeepdriver" or something like that.

Just copy-pasted the addon config details about "manact...." into the BIS config and it worked!

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