Macser_old 0 Posted November 2, 2009 Ok.I've got a missile proxy set up on a model.It's tied to a custom launcher and ammo.With the appropriate entries in Cfgmodels and CfgnonAIvehicles.The weapon functions normally,as in,it has ammo and fires the missile object. But the proxy does not show up on the model.This is applies to simulation type "maverickWeapon".Which is what it should be. It does however show up with simulation type "alwaysshow".But as it's a weapon this isn't much use,except to verify the proxy at least exists. Anyone left out there with that kind of experience?I've seen similar problems on my searches,but they usually only boil down to incorrect paths,or config omissions.Not this in particular. Any help would be appreciated. Macser. :) Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 2, 2009 What's the kind of vehicle firing the missile ? If i remember well, only planes (and helos ?) can use this simulation with missile proxies. Others must use hiddenselections showing or hiding missiles with some scripts with setobjecttextures. Share this post Link to post Share on other sites
Macser_old 0 Posted November 2, 2009 (edited) Hello Prof. Yeah,the vehicle inherits from an ah64.So class wise it's not an issue.The model for the proxy also serves as the model for the projectile.Which is visible when fired.It's only the proxy that isn't showing up.I wanted it to be visible in the same way the hellfire and mavericks show up on the weapon pylons for the Apache or the A-10.Then as the missile is launched the proxy is rendered invisible. With simulation="alwaysShow";,the proxy appears in the correct position.But obviously that renders it "static".So it will remain on the model regardless of ammo count. It could be some other part of the model affecting the proxy, but I can't see what.I thought perhaps the missile object itself was corrupted in some way,but it seems to happen with any object I try.They fire,but won't display in the proxy position. Edited November 2, 2009 by Macser Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 2, 2009 (edited) Well, it's hard to check as we don't have your config or p3d, but : - is the p3d of the proxy named as the proxy in the model and as the cfgnonAivehicle ? For some WW1 planes, i've got the following as config : class CfgNonAIVehicles { class ProxyWeapon {}; class Proxyc15_bomb : ProxyWeapon {model = "\ww1_albac15\c15_bomb.p3d"; simulation = "maverickweapon";}; }; And the proxies in the model are named "proxy:c15_bomb.01" and "proxy:c15_bomb.02" EDIT : oh, and the line : proxyShape= "\ww1_albac15\c15_bomb.p3d"; in the cfgammo, pointing to the proxy p3d that must be shown under the wings. Edited November 2, 2009 by ProfTournesol Share this post Link to post Share on other sites
Macser_old 0 Posted November 2, 2009 :) No differences there.I don't think the proxy would appear at all if I'd configged it wrong. Edit It looks like it may be an lod problem. I tried bringing down the visual detail ingame,and there it was.But only on the lower lods.It doesn't seem to be kicking in for the topmost lod. Out of curiosity,could you tell me what distances you've got for your res lods,in your bomb models. Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 2, 2009 Mmm...that would be strange...but yes, the two first res lods of the plane (0.00 and 5.00) have the same distances than the (only) two res lods of the bomb. Share this post Link to post Share on other sites
Macser_old 0 Posted November 2, 2009 (edited) Thanks for stickin with me. It was the res lods afterall.I matched up the "missile" res lods to the first three of the craft.It popped into existence.I suppose it does make sense.But I remember seeing other custom proxies with differing res lod values to it's carrier craft. It's not a missile btw,it's a droppable vehicle.At least while it's on the carrier it looks like a vehicle.Some scripting and user actions remove the "ammo"(Vehicle).Then instantly create the drivable version. Same for pickup. Now I need to make the weapon inaccesible.To prevent people from firing cars around the battlefield. :) EDIT Just used the init EH to remove the weapon as opposed to the "ammo",as that's the carried vehicle.No more access to the weapon, but the proxy remains. Again,thank you for taking the time to respond Prof. ;) Edited November 2, 2009 by Macser Share this post Link to post Share on other sites