granQ 293 Posted May 22, 2007 This is how it looks now, but it needs to be "turned out" to be visible, anyone know how I can fix so this is "default" and no turn out/turn in option? Share this post Link to post Share on other sites
sparky 0 Posted May 22, 2007 we face the same problem into our m113, where the driver isn't visible from 3rd person view, without turn out 1st. i'm not sure if it's something locked from the engine, but there something that troubles me. the line in the config. drivercompartments="Compartment1"; this line is somehow interesting to me, and i couldn't find it in the p3d, i need to investigate that maybe that is causing the driver locked inside and visible.... i don't know we need an answer to that. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted May 22, 2007 look in StaticWeapon standart class , my friends, or just exlore OFP - it's mostly the same in arma hideProxyInCombat = 0; Share this post Link to post Share on other sites
sparky 0 Posted May 23, 2007 no, it;s not that, by using that config line, we force the AI to be always in turn out mode. here the problem is that we can't see the driver when he's turned in, from 3rd person camera. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 24, 2007 What you need is viewDriverInExternal, from what I've seen it doesn't exist. Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 26, 2007 Yes it is possible (in OFP, hey...), i made it with a stretcher where the porters are the driver and the gunner of a vehicle inherited from M113 config, the driver is always visible, no turn in/out options (due to "forcehidedriver = true"). <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicleActions { Ambulman="CivilStillV1"; }; class CfgPatches { class MNdiv { units[] = {MN_stret}; weapons[] = {}; requiredVersion = 1.30; }; }; class CfgModels { class Default { sections[]={}; sectionsInherit=""; }; class Vehicle: Default {}; class MN_stret: Vehicle { sectionsInherit="Vehicle"; sections[]={"footfront","footback"}; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; Â Â class Tank: AllVehicles {}; class APC: Tank {}; class M113: APC {}; class MN_stret: M113 Â { mapSize=0.500000; accuracy=1000; // never recognized unloadInCombat = false; hiddenSelections[] = {"footfront","footback"}; icon="Ambulance_move"; Â model="\MNstret\MN_stret.p3d"; Â picture="\MNstret\stretico.paa"; crew=""; Â side=4; nameSound="ambulance"; scope=2; destrType="DestructTree"; Â Â Â Â vehicleclass="MOD NAPOLEON"; maxSpeed=20; hasDriver=1; displayName="Stretcher"; hasGunner=1; forceHideDriver=1; forceHidegunner=1; viewdriverInExternal=1; viewgunnerInexternal=1; hideProxyInCombat = false; Driveriscommander=1; driverAction="ManActAmbulman"; driverinAction="ManActAmbulman"; gunnerAction="ManActAmbulman"; gunnerinAction="ManActAmbulman"; transportSoldier=1; transportAmmo=0; class TransportMagazines {}; cargoAction[]={"ManActM113Injured"}; weapons[]={}; magazines[]={}; formationX=8; formationZ=2; class Reflectors{}; // animated=1; Â class Animations { }; class SoundEnvironExt { normal[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1}}; road[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}}; grass[] = {{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1}}; }; soundEnviron[]={People\dirt_L,db-70,1}; soundEngine[]={People\breath,db-95,1}; additionalSound[]={Objects\noise,db-160,1}; soundCrash[]={"",db-20,1}; soundGear[]={"",db-75,1}; getInAction="ManActGetInCar"; getOutAction="ManActGetOutCar"; irTarget=0; canFloat=0; armor=7; armorStructural=1.000000; armorEngine=1.000000; threat[]={0.0, 0.0, 0.0}; extCameraPosition[]={2,1,-9.50000}; brakeDistance=2; // vehicle movement precision precision=0; wheelCircumference=1.400; turnCoef=1.2; terrainCoef=0.2; steerAheadSimul=0.4; steerAheadPlan=0.25; predictTurnSimul=1.9; predictTurnPlan=1.9; class eventhandlers { init=" [_this Select 0] Â exec {\MNstret\scripts\brancmove.sqs};(_this select 0) setObjectTexture [0,""\MNstret\wood.pac""];(_this select 0) setObjectTexture [1,""\MNstret\wood.pac""]"; }; }; }; //end of cfgvehicles The line "viewdriverinexternal" is useless cause it doesn't exist in Ofp, but id doesn't matter. The model inherits in CgfModels from vehicle class config and not from tank class config, it may have some influence (on the handling of "in" and "out" proxies, maybe...you'll have to test). Share this post Link to post Share on other sites