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cell7

Invisible Gunner

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A Pic of the LAAT on Geonosis.

Image

I am using Gnat's gunship experiment technique for the turrets. It is working well except for a few bugs. The main one is the proxy cargo within a proxy cargo is not visible. Does anyone know how to make the Gunner visible?

Check to see if you think this is in order.

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

{

scope =1;

displayName="Gunship Turret";

picture = \C7_laat\icon;

// turr_pic

outGunnerMayFire=true;

icon="";

forceHideGunner = false;

hideProxyInCombat=1;

destrType=DestructNo;

hasDriver=0;

hasGunner=1;

hasCommander=0;

castGunnerShadow=0;

ejectDeadGunner=0;

irScanRangeMin=0;

irScanRangeMax=3000;  // 1200

irTarget=0;

maxSpeed=500;

fuelCapacity=0;

transportSoldier=1;

model=\C7_laat\Gunshipturret;

cost=150000;

weapons[]={Gunship_Turret};

magazines[]={Gunship_Turret};

side=TWest;

nameSound="GnShpBeam";

crew="SoldierWPilot";

armor=100;

armorStructural=20.000000;

soundEnviron[]={,1,1};

soundEngine[]={,1,1};

soundCrash[]={,1,1};

soundGear[]={,1,1};

transportAmmo=0;

autocenter =0;

accuracy=0.30;

threat[] = {1,1,1};

sensitivity=2;

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The question is : is the gunner always invisible or does it disappear in combat ?

If it does disapper in combat, just set ; hideproxyincombat = false.

If not, i'm not sure proxy in proxy can be visible...

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As you gathered, only invisible as a gunner.

Tried your suggestion but still no success.

Thanks anyway.

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If not, i'm not sure proxy in proxy can be visible...

Its not a proxy within a proxy, its really just another vehicle script-attached to a main vehicle.

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Quote[/b] ]Its not a proxy within a proxy, its really just another vehicle script-attached to a main vehicle.

If so, as your turret derives from helicopter class, which has a gunner visible, i guess there should be no problem with the gunner...configwise...even if having no driver may cause some troubles.

Anyway, try : viewGunnerInExternal=1

In fact, config lines like forcehidegunner, hideproxyincombat and viewgunnerinexternal are useless for helicopter class because the gunner is always inside the vehicle. You should remove them.

If it doesn't work, it'll be a pd3 problem, check up the BIS mi24 model and its lods (view gunner with gunner's proxy, etc.).

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Just tried to modif the config of a bis model (Mi24) only by adding : "hasdriver=0", and it works, the gunner is visible.

Do you use a standard OFP proxy for the gunner ? As "Proxy:mi24gunner.01" ? If not, do it and add gunnerAction = ManActMi24Gunner;

to your config.

To be completely sure that there will be any prob, add :

class CfgNonAIVehicles

{

class ProxyCrew {};

class ProxyGunner: ProxyCrew {};

class ProxyMi24Gunner: ProxyGunner {};

};

At the end of it.

What may be the problem is that you derive from a non existing vehicle ("helicopter" doesn't exist in game, only deriving vehicles like Mi24 or others, for which the proxy gunner is defined in their own config).

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Thanks ProfTournesol, what you suggested worked. The Mi gunner worked.  yay.gif

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oooohhhhh thumbs-up.gif nice info ProfTournesol, thanks ...... looks like I can refine my "turrets" some more.

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