mr.g-c 6 Posted April 17, 2009 We are really annoyed by the fact that when you hit a wall or something with a civillian car, it starts to get in flames/fully destroyed... But only at Car models which have their "HitEngine - Motor" Hitpoint at Front... So now, i made a little config which should override the BIS default Values, however its not working.... i raised hitengine armor level from 0.4 to 1.0 - still same... although i don't even know if it gets properly overridden (is there any script command to find that out btw? ) Here it is: class CfgPatches { class arpg_fov { units[]={}; requiredVersion=1.140000; requiredAddons[]= { "CAData", "CA_Anims_Char", "CAWeapons", "CAWeapons3", "CACharacters", "CAAir", "CAAir3", "CAA10", "CAWheeled", "CAWheeled3", "CATracked", "CAWater" }; }; }; class CfgVehicles { class LandVehicle; //External class Car: LandVehicle { class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;}; class ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; }; BTW, what does "material" mean? Thanks in advance! Share this post Link to post Share on other sites
SWT_Janowich 10 Posted April 17, 2009 Material means the .rvmat, for example when the window is hit, the glass changes to broken ones. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 17, 2009 Material means the .rvmat, for example when the window is hit, the glass changes to broken ones. Also in this case? "material=60"...... :confused: Share this post Link to post Share on other sites
.kju 3245 Posted April 17, 2009 Use secondaryExplosion = 0; Also your 'class ViewPilot' definition is not complete! Only if inheritance is present, you can redefine parts of it. If you define a new class without, you have to define all values. Materials are used to indicate the parts of the model to become black (remember the OFP effect?) if the hit section gets damaged. The values are broken for almost all BI models from what I recall. Some community addons have them working. Not related to damage textures AFAIK. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 17, 2009 Thanks Q, does it has any other downsides with "secondaryesplosion = 0;" ? To the Viewpilot Problem: Before it was like that (if i recall it correctly): class CfgVehicles { class Land; class LandVehicle: Land { class NewTurret; class ViewPilot; class Turrets; }; class Car: LandVehicle { class ViewPilot: ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; }; I thought that this part is wrong: class LandVehicle: Land { class NewTurret; class ViewPilot; class Turrets; }; Dunno, but why must i define inheritance from Landvehicle from class Land again? Couldn't it be short with class LandVehicle { class ViewPilot; // External Ref. }; In any case, it does not work with ACE, so i'm guessing ACE FOV changes at some point breaking inheritance tree? Of course i load this addon AFTER Ace in the shortcut.... :p Share this post Link to post Share on other sites
.kju 3245 Posted April 17, 2009 That would be correct: class CfgVehicles { class Land; class LandVehicle: Land { class ViewPilot; }; class Car: LandVehicle { class ViewPilot: ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; }; ACE defines, as does BI, view in the unit classes. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 17, 2009 Thanks Q! However regarding ACE - i can't see/confirm that for the civilian cars... I have checked now almost all configs of ACE and i can't find any change in the civiliian cars at all. With this short config i posted, it works without ACE brilliant, but with ACE however it works not. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 17, 2009 (edited) It simply does not work.... even with this... class CfgVehicles{ class Land; class LandVehicle: Land { class ViewPilot; }; class Car: LandVehicle { class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;}; secondaryExplosion = 0; class ViewPilot: ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; class SkodaBase: Car { class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;}; secondaryExplosion = 0; class ViewPilot: ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; class hilux1_civil_1_open: Car { class HitEngine {armor=1;material=60;name="motor";visual="motor";passThrough=1;}; secondaryExplosion = 0; class ViewPilot: ViewPilot { initFov=1.100000; minFov=0.400000; maxFov=1.100000; }; }; }; Overall armor is already set to "30" by ACE... raising that further i actually want avoid it.....Any help? EDIT: I raised armor for all those to "armor = 50" and now it works for all, besides the white Sedan...... Very strange, dunno whats different at him. Edited April 17, 2009 by mr.g-c Share this post Link to post Share on other sites
.kju 3245 Posted April 17, 2009 What does not work? Share this post Link to post Share on other sites
mr.g-c 6 Posted April 17, 2009 What does not work? Without ACE: - All cars now only get their front-wheels broken on frontal impact into a wall with 100km/h, Except the white "sedan" - he gets all wheels broken and gets in flame like before. Also it only worked with secondaryexplosion AND armor=50... - Also the FOV changes are working! With ACE: - FOV changes NOT working - Other is same as without ACE. Share this post Link to post Share on other sites
modemmaik 53 Posted April 17, 2009 (edited) Sorry, when I return to the first post: We are really annoyed by the fact that when you hit a wall or something with a civillian car, it starts to get in flames/fully destroyed...But only at Car models which have their "HitEngine - Motor" Hitpoint at Front... So you simply have to rename the hit-point naming for the motor (e.g. xmotor). class SkodaBase: Car { class HitEngine {armor=1;material=60;name="xmotor";visual="motor";p assThrough=1;}; }; This should disable the hitpoints for the motor section. Hit's on the front will be counted to the "telo" or "karosserie" section so the vehicle will not get indestructible. Btw: This is the default for the BMP-2. That is why the BMP survives a direct AT-hit :rolleyes: In-game check of config: Use Helijunkie's Config-Explorer Edited April 17, 2009 by modEmMaik Share this post Link to post Share on other sites