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wld427

Gunner cannot see radar

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here is my config it has all the parts..... now why doesnt the radar show up on the top of the screen?huh.gif?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cost = 150000;

canFloat = 1;

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

viewCargoShadow = 1;

threat[] = {0.9, 1.0, 0.3};

irTarget = true;

irScanRange = 3500;

irScanGround = true;

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\OldRolling_Treads1", 5.01187, 1};

soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9};

driverAction = "BMP2_DriverOut";

driverInAction = "BRDM2_Driver";

memoryPointTrack1L = "Stopa ll";

memoryPointTrack1R = "Stopa lr";

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any other ideas.....

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

class TransportMagazines {};

transportAmmo = 0;

supplyRadius = 1.7;

cost = 150000;

canFloat = 1;

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

viewCargoShadow = 1;

threat[] = {0.9, 1.0, 0.3};

GunnerCanSee=CanSeeRadar

irTarget = true;

irScanRange = 3500;

irScanGround = False;

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\OldRolling_Treads1", 5.01187, 1};

soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9};

driverAction = "BMP2_DriverOut";

driverInAction = "BRDM2_Driver";

memoryPointTrack1L = "Stopa ll";

memoryPointTrack1R = "Stopa lr";

memoryPointTrack2L = "Stopa rl";

memoryPointTrack2R = "Stopa rr";

cargoIsCoDriver[] = {0};

cargoAction[] = {BRDM2_Cargo01,BRDM2_Cargo02};

driverForceOptics = 1;

class Library

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'CanSeeRadar' may be undefined, so you may need to define them first or just use numbers instead.

What class is it inherited from? Use a working base class, then override values.

See BIKI: CfgVehicles_Config_Reference#...CanSee

KPCTI mod uses the following constants to hide the radar:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define B_CANSEE_RADAR 1

#define B_CANSEE_EYE 2

#define B_CANSEE_OPTICS 4

#define B_CANSEE_EAR 8

#define B_CANSEE_COMPASS 16

#define B_CANSEE_UNKNOWN1 30

#define B_CANSEE_COMPRADAR 31

#define B_CANSEE_UNKNONW2 32

#define CANSEE_STD_EYE B_CANSEE_EYE + B_CANSEE_EAR + B_CANSEE_COMPASS

#define CANSEE_STD_OPT B_CANSEE_OPTICS + B_CANSEE_EAR + B_CANSEE_COMPASS

class KP_T72_NR: T72

{

vehicleClass = "KP_CTI_ARMNR";

commanderCansee = CANSEE_STD_OPT;

gunnerCanSee = CANSEE_STD_OPT;

driverCanSee = CANSEE_STD_OPT;

};

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You forgot to add the ; on the end of your added line.

Planck

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unfortunately nope.....

This is the config minus the top.

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

selectionRightOffset = "pasanimP";

scope= 2;

crew = "SoldierECrew";

side = 0;

accuracy = 0.3;

picture="\ca\tracked\Data\ico\zsu_CA.paa";

Icon="\Sa33\text\Sa33_Icon.paa";

mapSize= 7;

armor= 325;

nameSound="APC";

maxSpeed= 70;

hiddenSelections[] = {""};

hiddenSelectionsTextures[] = {""};

transportSoldier = 4;

hasCommander = false;

class TransportMagazines {};

transportAmmo = 0;

supplyRadius = 1.7;

cost = 150000;

canFloat = 1;

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

viewCargoShadow = 1;

threat[] = {0.9, 1.0, 0.3};

GunnerCanSee=CanSeeRadar;

irTarget = true;

irScanRange = 3500;

irScanGround = False;

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\OldRolling_Treads1", 5.01187, 1};

soundEngine[] = {"\ca\Tracked\Data\Sound\OldIdle1", 7.94328, 0.9};

driverAction = "BMP2_DriverOut";

driverInAction = "BRDM2_Driver";

memoryPointTrack1L = "Stopa ll";

memoryPointTrack1R = "Stopa lr";

memoryPointTrack2L = "Stopa rl";

memoryPointTrack2R = "Stopa rr";

cargoIsCoDriver[] = {0};

cargoAction[] = {BRDM2_Cargo01,BRDM2_Cargo02};

driverForceOptics = 1;

class Library

{

libTextDesc = "Developed by the Russians as an upgrade to existing battlefield systems."

};

class Turrets

{

class MainTurret : NewTurret

{

body = "OtocVez";

gun = "OtocHlaven";

animationSourceBody = "mainTurret";

animationSourceGun = "mainGun";

animationSourceHatch = "hatchGunner";

class HitTurret

{

armor = 0.8;

material = 55;

name = "vez";

visual = "vez";

passThrough = true;

};

class HitGun

{

armor = 0.4;

material = 55;

name = "zbran";

visual = "zbran";

passThrough = true;

};

weapons[]={"SA33x6Launcher"};

magazines[]={"9K33M3x6"};

soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate", 0.001, 1.0};

minElev = -4;

maxElev = 33;

minTurn = -360;

maxTurn = 360;

gunnerAction = "BMP2_GunnerOut";

gunnerInAction = "BMP2_Gunner";

forceHideGunner = 0;

gunnerOpticsModel = "\ca\weapons\optika_TOW";

gunnerForceOptics = 1;

gunnerOutOpticsModel = "\ca\weapons\optika_empty";

};

};

class UserActions

{

class NightVision

{

displayName="Nightvision ON";

position="gunnerview";

radius=3.500000;

onlyForPlayer= true;

condition="NOT(SD_HaveNvg) AND (PLAYER == gunner this)";

statement="this exec ""\SA33\script\nightvision.sqs""";

};

class NightVisionOff

{

displayName="Nightvision Off";

position="gunnerview";

radius=3.500000;

onlyForPlayer= true;

condition="SD_HaveNvg AND (PLAYER == gunner this)";

statement="SD_HaveNvg = false";

};

};

class CfgNonAIVehicles

{

class ProxyDriver;

class ProxyWeapon;

class ProxyBarak: ProxyWeapon {model = \Sa33\R73; simulation = "maverickweapon";};

};

};

};

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I GOT IT!!!!! had to change to the numerical values form the comref..... in thais case it was 1.

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Probably because you hadn't defined CanSeeRadar with a preprocessor command (see Dr_Eyeball's post).

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