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sfc.itzhak

tank config problem

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hey this little thing has kept me busy for a few hours now.

2 problems:

1.i get 5 crew men. the fifth is in the same place as the commander(exactly the same place,and he is in command)

2.the loader wont turn with the gun(only the up/down is available)

if you can spot the problem please let me know

thanks in advance.

config

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

{

class Tank; //Define base class.

class tank_mk3Bones: Tank

{

isDiscrete=1;

skeletonInherit = ""; //Inherit all bones from class Car.

skeletonBones[]=

{

"levy predni","",

"levy dalsi","",

"levy prostredni","",

"levy zadni","",

"pravy predni","",

"pravy dalsi","",

"pravy prostredni","",

"pravy zadni","",

"damageHide","",

"OtocVez","",

"OtocHlaven","OtocVez",

"otocvelitele","OtocVez",

"otochlavenvelitele", "otocvelitele",

"otocvelitele2","OtocVez",

"otochlavenvelitele2", "otocvelitele2",

"damageVez","OtocVez",

"Poklop_Gunner","OtocVez",

"Poklop_Commander","OtocVez",

"poklop_Driver","",

"kolol1","",

"kolol2","",

"kolol3","",

"kolol4","",

"kolol5","",

"kolol6","",

"kolol7","",

"kolol8","",

"kolol9","",

"koll1","",

"koll2","",

"kolop1","",

"kolop2","",

"kolop3","",

"kolop4","",

"kolop5","",

"kolop6","",

"kolop7","",

"kolop8","",

"kolop9","",

"kolp1","",

"kolp2",""

};

};

};

class CfgModels

{

class Tank; //Declare base class.

class tank_mk3: TANK

{

sectionsInherit = "";

sections[] ={"name","gedud","zasleh","pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo", "HatchCommander","HatchGunner", "HatchDriver", "damageHide", "damageVez" };

skeletonName = "tank_mk3Bones";

class Animations

{

class OtocVez

{

type = "rotationY";

source = "mainTurret";

selection = "OtocVez";

axis = "OsaVeze";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlaven

{

type = "rotationX";

source = "mainGun";

selection = "OtocHlaven";

axis = "OsaHlavne";

memory = true;

sourceAddress = "clamp";

minValue = "rad -35";

maxValue = "rad 50";

angle0 = "rad -35";

angle1 = "rad 50";

};

class otocvelitele

{

type = "rotationY";

source = "obsTurret";

selection = "otocvelitele";

axis = "osavelitele";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlavenvelitele

{

type = "rotationX";

source = "obsGun";

selection = "otochlavenvelitele";

axis = "osahlavnevelitele";

memory = true;

sourceAddress = "clamp";

minValue = "rad -20";

maxValue = "rad 50";

angle0 = "rad -20";

angle1 = "rad 50";

};

class otocvelitele2

{

type = "rotationY";

source = "obsTurret2";

selection = "otocvelitele2";

axis = "osavelitele2";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlavenvelitele2

{

type = "rotationX";

source = "obsGun2";

selection = "otochlavenvelitele2";

axis = "osahlavnevelitele2";

memory = true;

sourceAddress = "clamp";

minValue = "rad -20";

maxValue = "rad 50";

angle0 = "rad -20";

angle1 = "rad 50";

};

class HatchGunner

{

type = "rotationX";

source = "HatchGunner";

selection="poklop_gunner";

axis="osa_poklop_gunner";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad 140;

};

class HatchDriver

{

type = "rotationY";

source = "HatchDriver";

selection="poklop_driver";

axis="osa_poklop_driver";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad -107;

};

class HatchCommander

{

type = "rotationy";

source = "HatchCommander";

selection="poklop_commander";

axis="osa_poklop_commander";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad 120;

};

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class damageVez

{

type="hide";

source="damage";

selection="damageVez";

};

class tank_mk3koloL1

{

type = "rotationX";

source = "wheelL";

selection = "kolol1";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class tank_mk3koloL2 : tank_mk3koloL1

{

selection = "kolol2";

};

class tank_mk3koloL3 : tank_mk3koloL1

{

selection = "kolol3";

};

class tank_mk3koloL4 : tank_mk3koloL1

{

selection = "kolol4";

};

class tank_mk3koloL5 : tank_mk3koloL1

{

selection = "kolol5";

};

class tank_mk3koloL6 : tank_mk3koloL1

{

selection = "kolol6";

};

class tank_mk3koloL7 : tank_mk3koloL1

{

selection = "kolol7";

};

class tank_mk3koloL8 : tank_mk3koloL1

{

selection = "kolol8";

};

class tank_mk3koloL9 : tank_mk3koloL1

{

selection = "kolol9";

};

class tank_mk3koll1 : tank_mk3koloL1

{

selection = "koll1";

};

class tank_mk3koll2 : tank_mk3koloL1

{

selection = "koll2";

};

class tank_mk3kolop1

{

type = "rotationX";

source = "wheelr";

selection = "kolop1";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class tank_mk3kolop2 : tank_mk3kolop1

{

selection = "kolop2";

};

class tank_mk3kolop3 : tank_mk3kolop1

{

selection = "kolop3";

};

class tank_mk3kolop4 : tank_mk3kolop1

{

selection = "kolop4";

};

class tank_mk3kolop5 : tank_mk3kolop1

{

selection = "kolop5";

};

class tank_mk3kolop6 : tank_mk3kolop1

{

selection = "kolop6";

};

class tank_mk3kolop7 : tank_mk3kolop1

{

selection = "kolop7";

};

class tank_mk3kolop8 : tank_mk3kolop1

{

selection = "kolop8";

};

class tank_mk3kolop9 : tank_mk3kolop1

{

selection = "kolop9";

};

class tank_mk3kolp1 :tank_mk3kolop1

{

selection = "kolp1";

};

class tank_mk3kolp2 : tank_mk3kolop1

{

selection = "kolp2";

};

class tank_mk3DrivingWheel

{

type = "rotationZ";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = true;

sourceAddress = "mirror";

minValue = -1;

maxValue = 1;

angle0 = "rad -35";

angle1 = "rad 35";

};

};

};

};

class CfgVehicles {

class Land; // External class reference

class LandVehicle : Land {

class NewTurret; // External class reference

class ViewOptics; // External class reference

};

class Tank : LandVehicle {

weapons[] = {};

magazines[] = {};

class Turrets {

class MainTurret : NewTurret {

class Turrets {

class CommanderOptics : NewTurret {

};

};

};

};

class ViewOptics : ViewOptics {

};

};

class tank_mk3:Tank

{

displayName = " tank mk3";

model = "\tank_mk3\tank_mk3.p3d";

selectionLeftOffset = "pasanimL";

selectionRightOffset = "pasanimP";

scope= 2;

side = 1;

crew = "sfc_soilder";

typicalCargo[] = {"sfc_soilder", "sfc_soilder", "sfc_soilder"};

accuracy = 0.7;

mapSize= 11;

armor= 1300;

maxSpeed= 70;

hiddenSelections[] = {};

transportSoldier = false;

class TransportMagazines {};

transportAmmo = 0;

supplyRadius = 1.7;

canFloat = 0;

threat[] = {0.8, 0.7, 0.2};

cost = 3000000;

class Exhausts {

class Exhaust1 {

position = "vyfuk start";

direction = "vyfuk konec";

effect = "ExhaustsEffectBig";

};

};

soundGetIn[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.01, 1};

soundGetOut[] = {"\ca\Tracked\Data\Sound\metal_door2", 0.00316228, 1};

soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A2_track_v2", 5.01187, 1};

soundEngine[] = {"\ca\Tracked\Data\Sound\Brdm_engine_3", 7.94328, 0.9};

insideSoundCoef = 0.2;

driverAction = "Abrams_DriverOut";

driverInAction = "Abrams_Driver";

animationSourceHatch = "hatchDriver";

memoryPointTrack1L = "Stopa ll";

memoryPointTrack1R = "Stopa lr";

memoryPointTrack2L = "Stopa rl";

memoryPointTrack2R = "Stopa rr";

driverForceOptics = 1;

memoryPointDriverOutOptics = "driver_outview";

class Library

{

libTextDesc="T."

};

class Turrets : Turrets {

class MainTurret : MainTurret {

gunnerAction = "Abrams_Gunner";

gunnerInAction = "Abrams_Gunner";

weapons[] = {};

body = "otocvez";

gun = "otochlaven";

primaryGunner=1;

hasGunner = 1;

soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.00316228, 1.0};

magazines[] = {};

forceHideGunner = 1;

GunnerForceOptics = 1;

gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";

minElev = -9;

maxElev = 20;

initElev = 0;

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.166;

minFov = 0.025;

maxFov = 0.333;

};

class Turrets : Turrets {

class CommanderOptics : CommanderOptics {

gunBeg = "gun_muzzle";

gunEnd = "gun_chamber";

body = "otocvelitele";

gun = "otochlavenvelitele";

GunnerForceOptics = 1;

minElev = -25;

maxElev = 60;

initElev = 0;

proxyType="CPCommander";

proxyIndex=1;

minTurn = -95;

maxTurn = 10;

initTurn = 0;

weapons[] = {};

magazines[] = {};

outGunnerMayFire = 1;

inGunnerMayFire = 0;

gunnerAction = "T72_CommanderOUT";

gunnerInAction = "T72_CommanderOUT";

gunnerOpticsModel = "\ca\weapons\optika_empty";

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.8;

minFov = 0.8;

maxFov = 0.8;

};

};

};

class loaderTurret : MainTurret {

gunBeg = "gun_muzzle2";

gunEnd = "gun_chamber2";

body = "otocvelitele2";

gun = "otochlavenvelitele2";

animationSourceBody="obsTurret2";

animationSourceGun="obsGun2";

animationSourceHatch = "hatchGunner";

forceHideGunner = 0;

GunnerForceOptics = 0;

proxyType="CPGunner";

proxyIndex=2;

minElev = -25;

maxElev = 60;

initElev = 0;

hasGunner = 1;

minTurn = 95;

maxTurn = 10;

initTurn = 0;

weapons[] = {};

magazines[] = {};

outGunnerMayFire = 1;

inGunnerMayFire = 0;

gunnerAction = "T72_CommanderOUT";

gunnerInAction = "T72_CommanderOUT";

gunnerOpticsModel = "\ca\weapons\optika_empty";

class ViewOptics {

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.8;

minFov = 0.8;

maxFov = 0.8;

};

};

};

};

cfg skeleton

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

{

class Tank; //Define base class.

class tank_mk3Bones: Tank

{

isDiscrete=1;

skeletonInherit = ""; //Inherit all bones from class Car.

skeletonBones[]=

{

"levy predni","",

"levy dalsi","",

"levy prostredni","",

"levy zadni","",

"pravy predni","",

"pravy dalsi","",

"pravy prostredni","",

"pravy zadni","",

"damageHide","",

"OtocVez","",

"OtocHlaven","OtocVez",

"otocvelitele","OtocVez",

"otochlavenvelitele", "otocvelitele",

"otocvelitele2","OtocVez",

"otochlavenvelitele2", "otocvelitele2",

"damageVez","OtocVez",

"Poklop_Gunner","OtocVez",

"Poklop_Commander","OtocVez",

"poklop_Driver","",

"kolol1","",

"kolol2","",

"kolol3","",

"kolol4","",

"kolol5","",

"kolol6","",

"kolol7","",

"kolol8","",

"kolol9","",

"koll1","",

"koll2","",

"kolop1","",

"kolop2","",

"kolop3","",

"kolop4","",

"kolop5","",

"kolop6","",

"kolop7","",

"kolop8","",

"kolop9","",

"kolp1","",

"kolp2",""

};

};

};

class CfgModels

{

class Tank; //Declare base class.

class tank_mk3: TANK

{

sectionsInherit = "";

sections[] ={"name","gedud","zasleh","pas_P","koll1","koll2","kolp1","kolp2","koloL1","koloL2","koloL3","koloL4","koloL5","koloL6","kolP1","koloP1","koloP2","koloP3","koloP4","koloP5","koloP6","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo", "HatchCommander","HatchGunner", "HatchDriver", "damageHide", "damageVez" };

skeletonName = "tank_mk3Bones";

class Animations

{

class OtocVez

{

type = "rotationY";

source = "mainTurret";

selection = "OtocVez";

axis = "OsaVeze";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlaven

{

type = "rotationX";

source = "mainGun";

selection = "OtocHlaven";

axis = "OsaHlavne";

memory = true;

sourceAddress = "clamp";

minValue = "rad -35";

maxValue = "rad 50";

angle0 = "rad -35";

angle1 = "rad 50";

};

class otocvelitele

{

type = "rotationY";

source = "obsTurret";

selection = "otocvelitele";

axis = "osavelitele";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlavenvelitele

{

type = "rotationX";

source = "obsGun";

selection = "otochlavenvelitele";

axis = "osahlavnevelitele";

memory = true;

sourceAddress = "clamp";

minValue = "rad -20";

maxValue = "rad 50";

angle0 = "rad -20";

angle1 = "rad 50";

};

class otocvelitele2

{

type = "rotationY";

source = "obsTurret2";

selection = "otocvelitele2";

axis = "osavelitele2";

memory = true;

sourceAddress = "loop";

minValue = rad -360;

maxValue = rad +360;

angle0 = rad -360;

angle1 = "rad 360";

};

class otochlavenvelitele2

{

type = "rotationX";

source = "obsGun2";

selection = "otochlavenvelitele2";

axis = "osahlavnevelitele2";

memory = true;

sourceAddress = "clamp";

minValue = "rad -20";

maxValue = "rad 50";

angle0 = "rad -20";

angle1 = "rad 50";

};

class HatchGunner

{

type = "rotationX";

source = "HatchGunner";

selection="poklop_gunner";

axis="osa_poklop_gunner";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad 140;

};

class HatchDriver

{

type = "rotationY";

source = "HatchDriver";

selection="poklop_driver";

axis="osa_poklop_driver";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad -107;

};

class HatchCommander

{

type = "rotationy";

source = "HatchCommander";

selection="poklop_commander";

axis="osa_poklop_commander";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1= rad 120;

};

class damageHide

{

type="hide";

source="damage";

selection="damageHide";

};

class damageVez

{

type="hide";

source="damage";

selection="damageVez";

};

class tank_mk3koloL1

{

type = "rotationX";

source = "wheelL";

selection = "kolol1";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class tank_mk3koloL2 : tank_mk3koloL1

{

selection = "kolol2";

};

class tank_mk3koloL3 : tank_mk3koloL1

{

selection = "kolol3";

};

class tank_mk3koloL4 : tank_mk3koloL1

{

selection = "kolol4";

};

class tank_mk3koloL5 : tank_mk3koloL1

{

selection = "kolol5";

};

class tank_mk3koloL6 : tank_mk3koloL1

{

selection = "kolol6";

};

class tank_mk3koloL7 : tank_mk3koloL1

{

selection = "kolol7";

};

class tank_mk3koloL8 : tank_mk3koloL1

{

selection = "kolol8";

};

class tank_mk3koloL9 : tank_mk3koloL1

{

selection = "kolol9";

};

class tank_mk3koll1 : tank_mk3koloL1

{

selection = "koll1";

};

class tank_mk3koll2 : tank_mk3koloL1

{

selection = "koll2";

};

class tank_mk3kolop1

{

type = "rotationX";

source = "wheelr";

selection = "kolop1";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class tank_mk3kolop2 : tank_mk3kolop1

{

selection = "kolop2";

};

class tank_mk3kolop3 : tank_mk3kolop1

{

selection = "kolop3";

};

class tank_mk3kolop4 : tank_mk3kolop1

{

selection = "kolop4";

};

class tank_mk3kolop5 : tank_mk3kolop1

{

selection = "kolop5";

};

class tank_mk3kolop6 : tank_mk3kolop1

{

selection = "kolop6";

};

class tank_mk3kolop7 : tank_mk3kolop1

{

selection = "kolop7";

};

class tank_mk3kolop8 : tank_mk3kolop1

{

selection = "kolop8";

};

class tank_mk3kolop9 : tank_mk3kolop1

{

selection = "kolop9";

};

class tank_mk3kolp1 :tank_mk3kolop1

{

selection = "kolp1";

};

class tank_mk3kolp2 : tank_mk3kolop1

{

selection = "kolp2";

};

class tank_mk3DrivingWheel

{

type = "rotationZ";

source = "drivingWheel";

selection = "volant";

axis = "osavolantkon";

memory = true;

sourceAddress = "mirror";

minValue = -1;

maxValue = 1;

angle0 = "rad -35";

angle1 = "rad 35";

};

};

};

};

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I've got the same problem with the commander, in external view. When he turns in, it's impossible tho move the sight/viewing device. When he turns out, it's impossible to move the head left or right, but up and down only   sad_o.gif  I'd be very interrested in your solution if you managed to solve your problem  biggrin_o.gif

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Problem 1: You have inherrited the loaderturret by use of the mainturret base class. This includes the mainturret's CommanderOptics, too (the 5'th position). I hope that you can remove this position by this:

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

class loaderTurret : MainTurret {

class Turrets { };

...

The second problem may be in the model. Check, if the otocvelitele2 objecs are included in the OtocVez (view LOD's and memory LOD's).

@schroeder: Your problem seems to be related to a missing weapon for your commander. Same issue with the BMP-2 when in 3'rd view. We solved this by assigning a gun without a magazine to the commanders turret in the config, but it might also fix it, when you assign "FakeWeapon" as weapon and magazine, but I have not tested this yet.

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modEmMaik, thank you for your very interesting advice. I used 'FakeWeapon' in the config and it does work (as well as using M2 or any other gun without mag). However, the external view obtained is not the kind I'm looking for (the result is an external view from the front of the turret, above the main gun, and it's impossible to move or look around). I don't know why and I can't have a look to the p3d model 'cause it's a binarized one. Could you tell me what addon your are refering to (bmp-2) in your answer so that I can "study" (I'm a true newbee) the config file? Thanks again for your help  smile_o.gif

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Your solution should work perfectly, I noticed it is used succussfully by Dominik H. for his nice leopard2a5 and Leopard2a6 (vxtracked.pbo) and who gave you big credit for helping him making a proper config for these tanks. I wish I could use Vilas' leopard2a4 with the same feature...

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Simply ask vilas for an unbinarized version to fix this.

Alternatively, the BI's BMP2 has the same problem. Is this the same behavior? Unable to look around in 3'rd?

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Yes, I sent an email to Vilas yesterday, hoping he may correct this if he finds time to do so (he seems to have a lot of work creating so many great addons) because I'm not sure he'll want to give his MLOD models to others.

Yes, it's exactly the same problem/behaviour as BI's BMP2: unable to look around in 3rd view. I read vxtracked.pbo config and noticed that using M2 without mag for the commander was an efficient solution. Does it work in multiplayer as well?

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I have tried to check vilas polish 2A4. To be honest: I failed  crazy_o.gif

We tried to include a complete definition for a turret's gun (including gunbeg, gunerviews etc.) in the 2A5/6. The 2A4 commander optic config shows only commanderview a a point in the memory LOD. So there is more to do than just a config modification.

An alternative solution should be included in Mateck's M1A1 HA.

BI's BMP2 lacks a weapon for the commander to look around. Everything else is defined, so there is a good chance to enable 3'rd when adding a weapon, but there might be more issues.  confused_o.gif

All I can say is that a commander's view works in 3'rd when all elements are included in the model and config. In MP, too.

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Thanks again for your help. Vilas just answered my request today and wrote "if you know how to fix it, i can update my tanks and release update and paste in readme that you fixed config i am glad if someone helps in configs, as i am not informatician, i am modeler " (quote).

This is an opportunity. Do you allow me to report our postings about this to Vilas, and maybe provide a part of config that allow to make it run properly? According to your replies, I think we need the MLOD of the Leo, don't we?

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Do you allow me to report our postings about this to Vilas, and maybe provide a part of config that allow to make it run properly? According to your replies, I think we need the MLOD of the Leo, don't we?

Vilas loader turret config seems OK, you just have to set up the commander's turret the same way and add a FakeWeapon or a weapon without a magazine. That should do it.

The tricky thing is to place the correct elements into the memory LOD. Best is to use 2 O2's in parallel and copy / rename / paste the commanderview, because ist is already included in the correct section.

I would suggest to check BI's sample models for a complete turret defintion (config + model).

But be warned: Tank models can be a real beast, when it comes to debugging.  wow_o.gif

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Hello, great news: Vilas provided the MLODs so that we can try to add the 3rd person view for the commander.

By the way, Vilas wrote some nice words about you (quoting): "i like ModEMike, ut if he has at least time now i would be hapy to give him all addons to fix if he has time

problem was - he had no time in past, you can tell him so.

But concerning LEO as you will fix it, you and Mike can fix other vehicles and i will do updates for all community saying "we three made config" cause textures are mine+Topas, some NOHQ and sight are by RHS cooperation will give all good result ".

I'll try to set it up this week although I hardly understand what I do when I write configs ;-) The nice advices you gave me should help though.

Interested in fixing other addons?

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Interested in fixing other addons?

I am sorry, but I can only give you some assistance, while busy on other projects (actually tanks interrior plus some other important assistance tasks) sad_o.gif

But when you compare the configs / MLOD's with the BI ones, you should be able to fix this issue  thumbs-up.gif

BR,

mike

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Well, thank you for your assistance, I'll try to do something. I may ask for some more advices sometime though  wink_o.gif

Couldn't make it at this time  sad_o.gif   Besides, the loader's cuppola MG works fine when I host the game in multiplayer, using a self-made replacement config for M1, but it doesn't when another computer/server hosts the game crazy_o.gif

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