Jump to content
Sign in to follow this  
havocsquad

Main gun in ship addon refuses to fire

Recommended Posts

Hey all,

I've got a ship I've got mostly completed regarding the "alpha" status, I've got all the O2 and .cpp references correct, but the gun on the ship refuses to fire with ammo ready to fire. I've tried ordering it to fire, manual fire, being the gunner, nothing works.

What am I doing wrong that most likely causes this?

Share this post


Link to post
Share on other sites

Could be many factors:-

1. The axis of the gun is not given movement axis or configured correctly

2. No gunner assigned in config

3. crew =?

4. IF script based, look if there is a moveingunner command

5. type of ammo used for weapon is not correct, eg...sniper rounds on mg.

etc, etc...sorry, cant be of much help unless u post the script, config, or memory lod pic.

edit:- i suggest u try all the above, if it dont work, use the standard weapon and ammmo for the gun eg:- weapon[] = {browning}; magazine[]={browning};

if fails, then place a target DIRECTLY in front of the target and fire

if fails, movein the gun yourself and fire.

if fails, check the settings of the cfgammo eg, direct and indirect fire range.

Take note:- certain ammo CANNOT be used for different weapons or their ammo settings must be changed.

Share this post


Link to post
Share on other sites

perhaps the gun is a gun and not a machine-gun ?

Sorry for the humour that may seem out of place.

Share this post


Link to post
Share on other sites

I'll try the suggestions you gave and get some screenshots of Memory LOD plus the config.cpp posted.

The gun being put on the boat uses a large ship HE round slightly larger in firepower than the 125mm round.

BTW, how do get rid of the flash bug on addons?

Share this post


Link to post
Share on other sites

I recently had similar problems and it came down to the names for the axis points in the memory lod..

osa veze / osa hlavne

and

osaveze / osahlavne

Both are valid but the former is required for boats for some silly reason and that latter works on vehicles.

Although my AI still wont fire it I can now at least fire the guns myself

Share this post


Link to post
Share on other sites

Sorry if I'm annoying, but if you persist to fire a shell from the

main boat gun, you're out of luck, as boats accepts only machine

guns as weapons. At least I know the situation is this.

EDIT

if you want to fire a big gun from a boat you'd better use an

attachment script with the gun turret defined in .cpp as a tank (or even

a static)

Share this post


Link to post
Share on other sites

That shouldn't be difficult to do, I've already made a script controlling sections of a ship. Just make it a static tank object and use a script to constantly setpos it.

Figures though, wonderful OFP game engine limitations to make the day go by better.

Share this post


Link to post
Share on other sites

No worries, whatever limits that are placed, it's only another obstacle to circumvent thru the unlimited power of our minds.

To get rid of the flash bug, just cfgmodel your ship or gun.

If its ship, use

class cfgmodels

{

class default{};

class ship:default{};

class myp3dobject:ship{};

}

or if its guns

class cfgmodel

{

class default{};

class vehicle:default{};

class myp3dgunname: vehicle{};

};

Take a hold of the cfg190 papers, for u may have to put in the inherited sections[]={zasleh} under class vehicle for its proper syntex under cfgmodels

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×