roberthammer 582 Posted January 22, 2009 Hello all, I got friend's addon to help him , fix some bugs etc /some humwees/,but theres a "big" problem with missiles/SAM humwee/: 1. Missiles don't turn with turret together , they stay in "air" while turning 2. Missile/s does not disappear after being fired I tryed to fix these missiles bugs ,but no success :/ You know to fix these somehow or you know some guy who can fix it? Ahead thx help Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 22, 2009 Sorry, not enough information RH. Need to understand how you are firing these missiles, scripts with EH or other ? ... Need to know you model.cfg definition Need to see the relivant config.cpp definitions. Need to know your named sections within the p3d Recommend you use PASTEBIN to show us. http://pastebin.com/ Share this post Link to post Share on other sites
roberthammer 582 Posted January 22, 2009 Oh Gnat if you wanted can send you whole addon /PM/ EDIT Missiles don't use any scripts, Config Model.cfg Named Selections Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 23, 2009 Config.cpp Some of the class definitions are not needed for a start Drop much of it and replaced with "Class extended" lines http://pastebin.com/mdd5f0f Same with model.cfg You need to drop all the repeat definitions of skeletons and models. eg StrykerSkeleton and model CAR ar not required and should be droped. The Model Not Rotating Problem: I suspect your SAM proxys are not included in the OtocHlaven named section. Once included the missiles should move with the turret. Do not Disappear when Fired: This may be a problem to fix. Not aware of any land based addon where the Missile Proxy System works. Its broken as far as I know. See Scars SA-6 http://www.armedassault.info/index.php?cat=addons&id=479 He uses a scripted "fired" EH solution to make the missiles disappear. All similar addons I know of do the same. Instead of a "setObjectTexture" scripted method, you could use a scripted "hide" animation method to make the Missile Proxy appear/disappear. Share this post Link to post Share on other sites
.kju 3245 Posted January 23, 2009 Quote[/b] ]class CfgPatches{      class blnd_hmmwv      {             units[]={"blnd_hmmwv";"blnd_hmmwvmg";"blnd_hmmwv_7c";"blnd_hmmw v_ammo";"blnd_hmmwv_medic";"blnd_hmmwv_sam"};             weapons[]={};             requiredVersion = 1.08;             requiredAddons[]={};       }; }; 1) Is blnd your TAG? http://www.ofpec.com/tags/index.php?action=list&letter=b 2) Comma to separate values in an array definition. 3) You need to define all new weapon classes as well. 4) You need to define requiredAddons classes. Most likely CAAir and CAWeapons. 5) Your class inheritance is no good. You should always base them on existing ammo/magazin/weapon/vehicle classes. This way you need to redefine less values and sound replacements for example with replace the default sound as well. Share this post Link to post Share on other sites
roberthammer 582 Posted January 23, 2009 Thx Q and Gnat for tips  That tag is not mine it's friend's . But this missile bug still there - interesting is proxy's are with OtocHlaven and works only in last LOD /lol/ i tryed to copy from that last lod to first one and redefine it ,but still those missile dont moving with turret  About that Scars script - that's some fire effect About Disappear when Fired anymore tricks how to do or some mlod or template  Share this post Link to post Share on other sites
Qinetix 304 Posted February 2, 2009 Thx for help. I sloved problem with rotation of rockets with turret In the last LOD is twice damagehide. damageHide: in this selection are doors and glass, etc. damagehide: here are the rockets In others LODs were rocktest in same selection with doors and others thinks, and this were why rockets didn't move with turret EDIT: But still I don't know how can I make Disappear effect when rocket is fired Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 2, 2009 EDIT: But still I don't know how can I make Disappear effect when rocket is fired You dont understand the scripts ? Share this post Link to post Share on other sites