mechastalin 0 Posted April 17, 2006 Edit: Also, The BI Logo problem is not due to a conflict with the OFPL BRDM as I just checked that. I'm afraid it is. What you need to do, is to change the model filename (OFPL_BRDM.P3d) to MEC_BRDM.p3d and then change then coresponding entry in cfgModels section. If you have the original OFPL soviet BRDM, you won't experience the problem, since its config "overwrites" parts of your config. We've warned you about this. You really need to fix this. I've already changed that. So it shouldnt be a problem anymore on the next release. Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 Well now that I've cleaned it up I ran into the bugs everyone mentioned. The numbers show up as a constant 666 on the side. The headlights never turn off, And theres the BI Studio Logo. I have no idea how to fix this. Share this post Link to post Share on other sites
.kju 3245 Posted April 18, 2006 proper cfgmodels present ? (post it here) Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 proper cfgmodels present ? (post it here) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle {}; class OFF_brdm2: Car { sectionsInherit="Car"; sections[] = {"L0", "L1", "L2", "P0", "P1", "P2","at3.01","at3.02","at3.03","at3.04","at3.05","at3.06"}; }; Also the script that makes the missiles dissapear doesnt seem to work either. Share this post Link to post Share on other sites
sa8gecko 0 Posted April 18, 2006 what's the name of the p3d model file in your addon directory? Use this one in your cfgModel. If it doesn't work, post the content of the BRDM AT3 directory and the whole config.cpp. Or try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle {}; class OFF_brdm2: Car { sectionsInherit="vehicle"; sections[] = {"L0", "L1", "L2", "P0", "P1", "P2","at3.01","at3.02","at3.03","at3.04","at3.05","at3.06","zadni svetlo","brzdove svetlo"}; }; and of course change 'OFF_brdm2' with the name you gave the p3d model file (for example MEC_brdm2_AT3 ) Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 what's the name of the p3d model file in your addon directory?Use this one in your cfgModel. If it doesn't work, post the content of the BRDM AT3 directory and the whole config.cpp. Or try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels { class Default {}; class Vehicle: Default {}; class Car: Vehicle {}; class OFF_brdm2: Car { sectionsInherit="vehicle"; sections[] = {"L0", "L1", "L2", "P0", "P1", "P2","at3.01","at3.02","at3.03","at3.04","at3.05","at3.06","zadni svetlo","brzdove svetlo"}; }; and of course change 'OFF_brdm2' with the name you gave the p3d model file (for example MEC_brdm2_AT3 ) Okay I did all that, But now the vehicle doesnt show up on the mission editor list. Edit: Everything works fine now except for the numbers. Share this post Link to post Share on other sites
ag_smith 0 Posted April 18, 2006 Post your current eventhandlers class and I'll try to help you out. Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 I have two of them. Not sure which one you want. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init = "[_this select 0] call (localize ""MCAR_createProxyAT"");_this select 0 exec ""\MEC_BRDM2\init.sqs"""; fired = "if((_this select 4)==""HWK_AT3"")then{deleteVehicle (nearestObject [_this select 0, _this select 4]);[_this select 0,""A""] exec (localize format[""%1A_PATH"",typeOf vehicle (_this select 0)]);(vehicle (_this select 0)) exec ""\MEC_BRDM2\pods.sqs"";}else{[_this select 0, _this select 4,4000] call (localize ""MCAR_realbullet"");};"; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class eventHandlers { init="if(!((typeOf (_this select 0)) in MCAR_tiltables))then{MCAR_tiltables=MCAR_tiltables+[typeOf (_this select 0)];};"; }; }; }; Share this post Link to post Share on other sites
.kju 3245 Posted April 18, 2006 as far as i know this wont work. you can only define eventhandlers once (or overwrite them - thats a different story though). just add the init stuff from the second one to the first init EH (dont put the ; twice though ). Share this post Link to post Share on other sites
ag_smith 0 Posted April 18, 2006 At a second glance, the problem is located somewhere else. This is based on the released version, so let me know if it doesn't work right on you current version. 1. Open init.sqs and add the following line at the top: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_this] exec "\MEC_BRDM2\numery.sqs" 2. In the same file change every occurrence of OFF_BRDM2Init to MEC_BRDM2Init. 3. Open numery.sqs and replace every occurrence of \OFF_BRDM2\ with \MEC_BRDM2\. Let us know how it works. as far as i know this wont work. you can only define eventhandlers once (or overwrite them - thats a different story though).just add the init stuff from the second one to the first init EH (dont put the ; twice though ). Actually, I meant something else (cfgModels section) when I was talking about overwriting. Leave the eventhandlers as they are right now, do NOT change them. Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 Thanks alot! I had completely forgotten to edit the numery.sqs Now I've just got to get the shadow working. Share this post Link to post Share on other sites
sa8gecko 0 Posted April 18, 2006 The second init eH you posted, MechaStalin, has nothing to do with the BRDM-2, but it's related to MCAR stuff: don't touch it or add it in the init eH of the BRDM-2, otherwise this one will not be recognized as target by the MCAR scripts. Just leave it alone. You'll get the shadow if you have a view LOD with less than 600 vertexes (or about that number, even better if less) and if you have the property 'lodnoshadow' set to 1 in every view lod which has more vertexes (or points, as they're called in O2) than the one meant to cast the shadow. I guess you already know, just reminding. Share this post Link to post Share on other sites
.kju 3245 Posted April 18, 2006 sorry for the confusion ... i thought he had both in this vehicle class defintion ... Â Share this post Link to post Share on other sites
mechastalin 0 Posted April 18, 2006 The second init eH you posted, MechaStalin, has nothing to do with the BRDM-2, but it's related to MCAR stuff: don't touch it or add it in the init eH of the BRDM-2, otherwise this one will not be recognized as target by the MCAR scripts. Just leave it alone.You'll get the shadow if you have a view LOD with less than 600 vertexes (or about that number, even better if less) and if you have the property 'lodnoshadow' set to 1 in every view lod which has more vertexes (or points, as they're called in O2) than the one meant to cast the shadow. I guess you already know, just reminding. Where can I find the "lodnoshadow" property? Share this post Link to post Share on other sites
mechastalin 0 Posted April 19, 2006 Bumping because I still havnt found it out. Share this post Link to post Share on other sites
sa8gecko 0 Posted April 19, 2006 You don't find it. You type it in. In O2, just open (alt+P, or Window>Named Properties) the properties menu, right click on it, select 'New', then in the 'name' field type 'lodnoshadow' (without quotes and without spaces, otherwise it wont work) and in the 'value' field type in '1' (without quotes) for the view LOD not to be used to cast the shadow, or '0' if it has to be used as shadow (or leave the property blank, that is do not type 'lodnoshadow at all). Please note that LODs with more than 600 points (or so, I don't know the exact number) will not cast a shadow either if you set their 'lodnoshadow' property to '0'. Share this post Link to post Share on other sites
ag_smith 0 Posted April 19, 2006 AFAIK it's actually faces. Less than 300 faces. Share this post Link to post Share on other sites
mechastalin 0 Posted April 20, 2006 Oh dear. Looks like I have some modelling work to do. Share this post Link to post Share on other sites
mechastalin 0 Posted April 24, 2006 Theres a shot of the new desert version. I'll have the updated version available for download within 30 minutes or so. The main updates: I fixed all known conflicts with the OFF_BRDM2. New AT-3 texture. New desert camo model. Share this post Link to post Share on other sites
mechastalin 0 Posted April 24, 2006 Here it is. New version of the addon! I'll need mirrors very soon. This link only provides 7 downloads or so. Download Share this post Link to post Share on other sites
JGreyNemo 0 Posted April 24, 2006 Good work!! Nice to see you've taken on board all those comments and made them into improvements. If the download is limited - I'll wait till someone mirrors it. Can't wait to try it. Share this post Link to post Share on other sites
mechastalin 0 Posted April 24, 2006 Good work!! Nice to see you've taken on board all those comments and made them into improvements. If the download is limited - I'll wait till someone mirrors it. Can't wait to try it. Dont worry about downloading it. If it dies I'll just reupload it. Share this post Link to post Share on other sites
Shashman 0 Posted April 24, 2006 Make that 6 downloads left Share this post Link to post Share on other sites
ag_smith 0 Posted April 24, 2006 Maybe I sound like a broken record, but where're the credits in the readme?? Original authors are: Offtime, jack_410, alderous and me (and supposedly, Hawk) Share this post Link to post Share on other sites
mechastalin 0 Posted April 24, 2006 Maybe I sound like a broken record, but where're the credits in the readme??Original authors are: Offtime, jack_410, alderous and me (and supposedly, Hawk) Oh sorry my bad. I kind of wrote it up in a hurry because I had homework I needed to start and such. I'll reupload it with a better readme. Edit:Original link updated. Share this post Link to post Share on other sites