bushlurker 46 Posted May 23, 2007 Hi everybody... I've been cobbling together a personal Mod for many moons now, incorporating large chunks of ECP/SLX/GRAA/FFUR configs and models, plus SJBs weapons and a few other odds and sods... it actually works (mostly) I've been changing some of my armour/aircraft models recently and I've run into a snag... With certain models, when I replace the basic model path with my new model, the model shows fine in-game, but the crew seem to be floating above the chopper/tank, and their 1st person and optics views are wierd as well... it doesn't happen to all crew positions... (both pilots on my Mi17 but neither on my Mi24... the Commander ONLY, and only when "turned out" on my M1A2, etc).. I'm probably missing something really obvious, or just not looking in the right place, but my knowledge is basically limited to model path changing and extensive cut n pasting trial and error stuff and I can't seem to crack this problem.... Anyone got any suggestions as to whereabouts in the config I should be looking? Or is this a problem with the models themselves??? Thanks in advance for any advice!!! Bushlurker Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 23, 2007 Mmmh, you've got problems with proxies and/or with vehicle actions (i.e. crew members' anims). Post the config here and tell us more about "my new model", is it your own p3d (you may then have troubles with some proxies placement) ? The most probable is that your crew members aren't playing the good anims, or that Ofp doesn't find those anims. For example : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> driverAction="ManACtJeepdriver"; Specifies the action the driver must play (driver of a jeep). But you can create your own anim (called somewhere "myanim", i'll tell you more if you want to), and then have your driver play this anim : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> driverAction="ManACtMyanim"; If you're using a "third party" config, maybe ofp do not find the specific crew anim, and plays a default anim. Share this post Link to post Share on other sites
bushlurker 46 Posted May 24, 2007 Hi Prof! Thanks for the fast reply.... you're absolutely right! I'd been suspecting customised anims and thats what it turned out to be... I'd sort of half got things right, but had missed out a whole bunch of stuff from "class CFGVehicleActions".... a bit of cutting and pasting and both the Mi17 and Abrams are working fine.... Thats my personal config incorporating huge chunks of ECP, SLX, GRAA and FFSX2007 now... I wonder what else I can plunder elsewhere....? Thanks again mate! Problema solved, case closed, on to the next self-inflicted headache... Cheers Bushlurker Share this post Link to post Share on other sites
zulu1 145 Posted June 5, 2007 This thread reminds me of some old car addons I've run into where the driver sits in the right front passenger seat or one I think sat in the back seat. Could this be fixed in a similar way? Share this post Link to post Share on other sites
Macser_old 0 Posted June 5, 2007 Hello Zuku1, Sounds very similar alright.Check the proxies in the models,to see if they're correctly positioned. If the addons are using custom anims check the entries in CfgNonAiVehicles, CfgVehicleActions and CfgMovesMC. In CfgVehicles,make sure they match up with whatever is specified for : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> driverAction = "ManActWhatever"; If that's ok,it's possible the proxies may be faulty.Which sometimes happens. Is that of any use? Share this post Link to post Share on other sites