cell7 0 Posted October 14, 2005 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; Â // 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; Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 14, 2005 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... Share this post Link to post Share on other sites
cell7 0 Posted October 15, 2005 As you gathered, only invisible as a gunner. Tried your suggestion but still no success. Thanks anyway. Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 15, 2005 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. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 15, 2005 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.). Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 15, 2005 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). Share this post Link to post Share on other sites
cell7 0 Posted October 15, 2005 Thanks ProfTournesol, what you suggested worked. The Mi gunner worked. Â Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2005 oooohhhhh nice info ProfTournesol, thanks ...... looks like I can refine my "turrets" some more. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 16, 2005 De nada... Share this post Link to post Share on other sites