havocsquad 0 Posted April 5, 2005 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
philcommando 0 Posted April 5, 2005 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
sa8gecko 0 Posted April 5, 2005 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
havocsquad 0 Posted April 5, 2005 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
cbfasi 4 Posted April 5, 2005 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
sa8gecko 0 Posted April 5, 2005 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
havocsquad 0 Posted April 5, 2005 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
philcommando 0 Posted April 6, 2005 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