SWIFT88 0 Posted October 20, 2005 Right all i need is a proxy to sit on a vehicle constantly.... class CfgNonAIVehicles { class ProxyWeapon {}; class ProxyCans: ProxyWeapon { model="\UKF_CAR\models\cans"; simulation="AlwaysShown"; }; }; added that, and in O2 it is named Proxy:/Cans.01. Its static so it wouldnt need any extra scripting accept just putting it onto the car {edit} do i have to add this proxy in CFG vehicles as well as NonAI Share this post Link to post Share on other sites
orson 0 Posted October 22, 2005 Ok , just for some background info , this is a continuation of This thread , we are just trying to add a non animated model of a box to a tank addon . this is the path to the proxy , it shows up in O2 with no problems proxy:\MyCar\models\Box.01 but cant see it in game we are aware that this will need an entry within Cfg Models and in CfgNonAiVehicles , but just how is that done ? can someone give an example of how this looks , i cant find any other examples of this being used . Share this post Link to post Share on other sites
UNN 0 Posted October 22, 2005 The correct paths are explained here, stoppel used ammo boxes in his example. For the fuel can, you might be able to use the BarrelHelper stuff. I think that will allow you to refuel vehicles from it? http://www.flashpoint1985.com/cgi-bin....proxies Share this post Link to post Share on other sites
SWIFT88 0 Posted October 23, 2005 cheers mate ill give it a go tonight Share this post Link to post Share on other sites
SWIFT88 0 Posted October 24, 2005 all fine apart from the Proxy wont Turn with the Turret... class CfgNonAIVehicles { class ProxyAmmoInTruck{}; class ProxyCANS : ProxyAmmoInTruck { model="\UKF_War1\models\cans.p3d"; }; Share this post Link to post Share on other sites
Planck 1 Posted October 24, 2005 Is your proxy part of the otocvez selection in your LOD's? Planck Share this post Link to post Share on other sites
orson 0 Posted October 24, 2005 First thing we checked was if it was grouped with the turret . could it be that it derives the proxy type from ProxyAmmoInTruck , and possibly if we used a weapon or missile type it may follow the rotation like crew proxies do , would that be possible ? or would it be possible to derive them from a crew proxy ? if any proxy added should follow the turret if named correctly then we have a problem , if its just a case of using the right proxy type then it can be sorted out easily . any more help would be great orson (UKF) Share this post Link to post Share on other sites
UNN 0 Posted October 24, 2005 You can define your object as a game logic and use regular cargo proxies. But it requires some scripting to account for when the vehicle is immobilized. Same thing I did for the Land Rovers, only this time you won't have to worry about the bridge problem screwing things up. Shame you can't attach regular proxies to animated selections though Share this post Link to post Share on other sites
SWIFT88 0 Posted October 24, 2005 aye... cheers mate Share this post Link to post Share on other sites
SWIFT88 0 Posted October 25, 2005 you say its a shame you cant attach regular proxies to animated stuff... well what about the commander, and Gunners? Share this post Link to post Share on other sites
UNN 0 Posted October 25, 2005 To be honest I'm suprised you cant attach any proxy to a turret selection, but I'm only going on what was posted by yourself and Orson. I've never tried attaching anything other than cargo proxies. When I say regular proxies, I guess I really mean proxies that use simulation "Alwaysshow". Commanders and Gunners only let you have one proxy per vehicle, AFAIK. I thought Orson was on the right track with Weapons proxies, but if everything else fails, cargo proxies are the next best thing. At least with cargo proxies, you can interact with them. Share this post Link to post Share on other sites