UNN 0 Posted June 22, 2005 Hi, I experimenting with proxies, I've searched through most of the posts here, the main one I found was: http://www.flashpoint1985.com/cgi-bin....07;st=0 I can add a proxy without any problems, in this case I'm using Vojenska_palanda.p3d (Bunk bed). As I know it's used in regular BIS buildings. The collision gemotery works fine. My problem is with the fire geometry (or at least with firing any weapon), according to the link I posted above, the Fire Gemoetry should work with proxies? but it appears to have some strange effects. As soon as I add the proxy, the geometry seems to go wrong. As you can see in the pic, the bullet hole is no where near the main object or the proxy, but it still registers a hit. Without the proxy the geometry works fine? Any ideas? Cheers Share this post Link to post Share on other sites
colonel_klink 0 Posted June 22, 2005 Yeah some weird things happen when using proxies. The main problem with them is they dont have a config entry so therefore don't have any of the values normally attibuted to an editor place object that has. I haven't experimented with the geolod dammage etc like you would for a wrptool/visitor placed object. Share this post Link to post Share on other sites
UNN 0 Posted June 22, 2005 Quote[/b] ]Yeah some weird things happen when using proxies. On top of all that the bunk bed seems to absorb bullets. If you try and fire though it, no hit is registered (no sound of impacting a building e.t.c) but no bullet hole appears behind it, in the gorund. It's as though it's only half working. Laws just go straight though it. Quote[/b] ]The main problem with them is they dont have a config entry so therefore don't have any of the values normally attibuted to an editor place object that has. I did mess around brefily with the CFGNonAiVehicles class, but had to back track to check this problem. Quote[/b] ]I haven't experimented with the geolod dammage etc like you would for a wrptool/visitor placed object. I did wonder if you could put any value in there, that appears in the regular config? Or just the ones mentioned here in the forum. Cheers P.S Im working on a poor mans version of your DIB idea, to tide us over until your release. Checking the old threads on proxies revealed some tantalizing info, about your experiments. Looking forward to getting to play with some of this stuff  Share this post Link to post Share on other sites
Planck 1 Posted June 22, 2005 Below is the config entry for a bed proxy, taken from the O.pbo config in class cfgNonAIVehicles. class Proxypostel_panelak1 { model="\o\misc\postel_panelak1.p3d"; autocenter=0 scope=2 reversed=0 simulation="alwaysshow"; }; As has been said Vojenska_palanda.p3d doesn't have a config entry, so, you could try writing a small config for it and pbo that and place it in your addons folder. Thats about all I can think of right now. Planck Share this post Link to post Share on other sites
UNN 0 Posted June 23, 2005 Hi, Thanks for the pointer to O.pbo config. Still the same thing when defined under class CFGNonAiVehicles. I went on to use my own object (just a basic cube, makes it easier to hit). It still absorbs any round fired at it, even laws. It's weird they just disappear without a trace. Looking through all the proxies in O.pbo, they are defined along those lines. With the exception of lights and Cargo\Drivers e.t.c. Perhaps I need to go down this route? As there the only proxies that appear to take damage in game. Same way Cargo and WeaponProxies appear to be the only ones you can change mid game. I have alternative methods I'm using ATM, to create the basic effect I'm after. But I can't help thinking proxies are the way to go. Cheers Share this post Link to post Share on other sites
Chris Death 0 Posted July 11, 2005 hmm - i've tried adding some proxies too to some of my buildings. Put proxy into resolution lod - geolod / fire geo / view geo. In buldozer it always show me the resolution lod proxy, from whatever lod i select. This means that in geolod i also see the proxy like it looks in resolution lod, etc. It's always the same object, and not like it should be: e.g: a solid block in geolod without textures. I tried both variants: copying the proxy from one lod to the others, and adding the proxies seperately by create / proxy. Maybe it's ok to just add the proxies into resolution lods, and for the collision detection lods create a component where the proxy should be. Then the collision detection would work for sure, as it's part of the addon itself and not the proxy. ~S~ CD Share this post Link to post Share on other sites
UNN 0 Posted July 11, 2005 Hi, Quote[/b] ]In buldozer it always show me the resolution lod proxy, fromwhatever lod i select. Yeah it should do I think, normaly thats just for placment? The proxycessnapilot.pbo (for example) is just the view LOD, and nothing else. In game my proxy based geometry is working ok for collision detection with the player, but the Fire Gemoetry is obviously wrong. It's either some setting in O2 I'm missing, bugged or just not supposed to work with anything other than class Man as a cargo proxy? Hard to say, there are still loads of minor variations I have not had chance to test yet. I will setup a basic example, it's difficult to describe how the Fire Gemoetry goes wrong. But when you see it going worng, it's obvious. Quote[/b] ]Maybe it's ok to just add the proxies into resolution lods, andfor the collision detection lods create a component where the proxy should be. Then the collision detection would work for sure, as it's part of the addon itself and not the proxy. Yeah this might be the only way, to add the Fire and Gemoetry to the parent objects. Building proxies seem to be used mainly for furniture inside houses, and Fire Gemoetry and houses are sort of modeled in an abstract way. Cheers Share this post Link to post Share on other sites
colonel_klink 0 Posted July 12, 2005 Quote[/b] ]Maybe it's ok to just add the proxies into resolution lods, andfor the collision detection lods create a component where the proxy should be. Then the collision detection would work for sure, as it's part of the addon itself and not the proxy. Yeah this might be the only way, to add the Fire and Gemoetry to the parent objects. Building proxies seem to be used mainly for furniture inside houses, and Fire Gemoetry and houses are sort of modeled in an abstract way. Cheers The HAS I built had proxies for several objects in the office and main hanger areas. I had similar problems with the geometry and hit lods for the proxies and ended up using blocks in the HAS geometry lod itself. This overcomes this problem. DIB handles proxy type objects completely different utilising each object's individual geometry/fire lods. Rack with individual removeable weapons. At the moment i'm working on a function that will make placement within a model a lot easier than the current method I'm using. Once this is done I will continue with the tutorial. Share this post Link to post Share on other sites
UNN 0 Posted July 12, 2005 Quote[/b] ]At the moment i'm working on a function that will make placement within a model a lot easier than the current method I'm using. Once this is done I will continue with the tutorial. Nice one, looking forward to seeing how far you've taken your original gun cabinet, idea. Share this post Link to post Share on other sites
BraTTy 0 Posted July 13, 2005 I recall Suma saying that ONLY geometry works on proxies.I don't recall any talk of the fire geometry properties Share this post Link to post Share on other sites
UNN 0 Posted July 14, 2005 He sort of did, well at least through omission 2) Geometry (simplified geometry / Component Convex Hull / add mass)3) Fire Geometry (Find Components only - I do not make this convex) 4) Roadway (where appropriate, and Find Components) 5) Land Contact (where appropriate) I think Roadway a Landcontact are not supported in proxy objects. As for collisions: did you try the objects you use for proxies as standalone objects? (One thing that might prevent collisions from working is too low mass, another is some mistake in component definition.) Quote[/b] ]The second issue is regarding whether a custom rotation axis can be defined on the base object, and then a proxy object triangle be named as a selection in order that it can be rotated via the Animate command. I suspect the answer is no. Could you possibly confirm this Suma? I think the answer is: "No, it will not work", but I am not sure. The full thread is here: http://www.flashpoint1985.com/cgi-bin....0;st=15 But infantry proxies will inherite the Fire Gemoetry and Hit Points from the proxy p3d? To be honest though, reading between the lines when Colonel_Klink's says proxy type objects and my own attempts. I'm probably wasting my time pursuing a pure proxy solution, any further. Cheers Share this post Link to post Share on other sites