Jump to content
Sign in to follow this  
FischKopp

Object Proxy Problem

Recommended Posts

I made a LVS (truck) which transport 4 M27 Rocketpods at the cargo area. The proxys show up in Buldozer (correct path) but ingame they do not appear.

I read some topics about proxys but i did not found a solution.

Ingame Pic/ Buldozer Pic

prob6af.th.jpg

Quote[/b] ]class CfgModels

{

class Default {};

///===>Proxy<===///

class M27RP: Default

{

sectionsInherit="Vehicle";

sections[]={};

};

};

class CfgNonAIVehicles

{

class ProxyM27RP

{

model="\USMC01\HIMARS\M27RP.p3d";

autocenter=false;

scope=public;

reversed=false;

simulation="alwaysshow";

};

};

Can someone give me a hint what is wrong!

Share this post


Link to post
Share on other sites
Guest RKSL-Rock

Are you by anychance using an weapon/ammo proxy for the rocket pods?

If so you might need to add:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">proxyShape = "\YOUR_ADDON\proxy_model"

To your CFGAMMO section. I went through hell using Bressb's Tuts and trying to get proxies to show untill i realised i'd missed part of the ammo setup.

Hope it helps

Rock

Share this post


Link to post
Share on other sites
Quote[/b] ]Are you by anychance using an weapon/ammo proxy for the rocket pods?

Looks like it's just a regular proxy, as it's not inherting from a weapon proxy.

Looking at all the examples I have, the class name for cfgModels needs to be:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class proxyM27RP: Default

And in O2 it would be referenced as proxy.M27RP.01

If it works ok, you won't see it in Bulldozer. But it will work ok in game.

Share this post


Link to post
Share on other sites

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">proxy:\TEN_Road\TEN_PieceOfShit.01.

This works in O2/Buldozer and ingame for me in one of my addons, you might wanna try it, of course, you need to replace it with your model paths.

Share this post


Link to post
Share on other sites

I tried it like UNN has explained and it work for me. Thx.

This will now solve the poly limitation for me on some Vehicles

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×