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konyo

Rescue boat problems, rides above water?

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Hi all. As you may know im working on the A319 mpa addon for ArmA 2. But today i ran insto a small list of problems today with the rescue boat.

In 1st person on the boat its shows a man sitting on the side of the boat well above the normal seating place. But when you change into 3rd person, it dosnt show the man atall :confused:

And when you drive the boat, it rides above the water?

And last but not least lol, would you know how to hide the selection of the boat off the editor selection list?

Would you know whats causing these problems?

Thanks

konyo :)

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The first two problems are related, I think, to the positions in the view LODs, you have to solve it in Oxigen 2.

The flying over the water is related to the water contact points in the LOD too.

And finally, if you want that the rescue boat doesnt show in the editor, then you have to change the lines in the config.cpp where it says scope = public.

You have to turn it to private.

Got to the biki and the making configs section.

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The first two problems are related, I think, to the positions in the view LODs, you have to solve it in Oxigen 2.

The flying over the water is related to the water contact points in the LOD too.

And finally, if you want that the rescue boat doesnt show in the editor, then you have to change the lines in the config.cpp where it says scope = public.

You have to turn it to private.

Got to the biki and the making configs section.

Ohh ok mate cheers :) And ive allready removed the proxys in Oxygen 2, the cargo crew isant there, but somehow it changes in game? :/ The LOD is the model though right? Or is there a section for the LOD?

EDIT: Scope works perfect, thanks mate :) & just changed the height of the boat in O2, but now it starts submerged in water, and eventually when you start driving it goes at the right height, i think its just the size of the boat that’s causing the problems :/ What do you think?

Edited by konyo

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Some points in LANDCONTACT LOD will determine (approx) where the boat will float.

If you are not using the LANDCONTACT points method, the boat will still float based on the GEO LOD shape and weight distribution.

Weight of the boat will change the float position a little, but I've found that you only need a little of the GEO lod below the waterline to get the ship to float.

I've used these methods on both small and very large boats.

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Gnat;1647592']Some points in LANDCONTACT LOD will determine (approx) where the boat will float.

If you are not using the LANDCONTACT points method' date=' the boat will still float based on the GEO LOD shape and weight distribution.

Weight of the boat will change the float position a little, but I've found that you only need a little of the GEO lod below the waterline to get the ship to float.

I've used these methods on both small and very large boats.[/quote']

Ok mate. No problem. Hopefully someone else is going to help fix it too. But thanks. Ill try that now though, hopefully it will work just below the water line :)

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Sorry for double post, but i fixed the problem with the man being shown in 1st person & the boat rides across the water at a nice level now, but the only problem left standing is that it starts submerged in the water? :confused:

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?! A bit weird, what class of vehicle have you defined it (CfgVehicle)?

Whats the start of your config definition?

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Gnat;1650174']?! A bit weird' date=' what class of vehicle have you defined it (CfgVehicle)?

Whats the start of your config definition?[/quote']

Yeh very wierd :/ Heres my config for it :

class CfgPatches {
class BoatSAR {
	units[] = {"BoatSAR, BoatSAR_Para"};
	weapons[] = {};
};
};

class CfgFactionClasses
{
  class EADS
 {
  displayName = "EADS";
  priority = 0;
  side = 1;
 };
};

class CfgVehicles {
class All {};

class AllVehicles : All {};

class Ship : AllVehicles {};

class Boat : Ship {};

class BoatSAR : Boat {
	scope = public;
	displayName = "Boat Rescue";
	accuracy = 0.5;	// accuracy needed to recognize type of this target
	crew = "USMC_Soldier";
	faction = "EADS";
	vehicleClass = "Ship";
	side = TWest;
	model = "\Cabine\BoatSAR\BoatSAR.p3d";
	picture = "\ca\water\data\ico\pbx_CA.paa";
	Icon = "\cabine\IconBoat.paa";
	mapSize = 4;
	unitInfoType = "UnitInfoShip";
	soundEngine[] = {};
	soundEnviron[] = {"\ca\Water\Data\Sound\Water_v5", db-45, 1.0};
	driverAction = "Mi17_Cargo02";
	hasGunner = false;
	castDriverShadow = "true";
	castCargoShadow = "false";
	maxSpeed = 20;	// max speed on level road, km/h
	enableGPS = "true";
	transportSoldier = 0;
	cost = 10000;
	armor = 10;

	class Library {
		libTextDesc = "Rescue Boat for the A319 MPA";
	};
	extCameraPosition[] = {0, 4.0, -10.0};
};

class BoatSAR_para : BoatSAR {
	scope = private;
	displayName = "Boat Rescue_Para";
	model = "\Cabine\BoatSAR\BoatSAR_Para.p3d";
};
};

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Can't see the problem.

If you're still having problems, feel free to send me the whole thing for me to investigate.

BTW, your class definition has OFP legacy.

Try;

class CfgVehicles {
class Boat;	
class BoatSAR : Boat {
	scope = public;

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Gnat;1652561']Can't see the problem.

If you're still having problems' date=' feel free to send me the whole thing for me to investigate.

BTW, your class definition has OFP legacy.

Try;

class CfgVehicles {
class Boat;	
class BoatSAR : Boat {
	scope = public;

[/quote']

Ok thanks mate, ive changed the class definition now :)

Check your pm :)

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