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jAMDup

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Posts posted by jAMDup


  1. Does anyone know the maximum rope length? 

     

    I can't seem to create one longer than ~80m.

     

    using:

    ropeCreate [_source,[0,0,0], _endpoint, [0,0,0], 150];

    "150" is meant to be the length right? It seems to ignore this after 100.

     

    Is there anyway around this? Maybe by chaining a couple of ropes together using attachTo?

     


  2. Error: No entry 'model.cfg/CfgModels.MyTestPlane_Bones_Base'.

     

    I've been looking at this config for half a day already, so long that "Base" no longer looks like a word.

     

    I don't know, maybe I need fresh set of eyes to point out the inevitable simple error.

     

    Cheers

    class CfgSkeletons
    {
    	class Default
    	{
    		isDiscrete = 1;
    		skeletonInherit = "";
    		skeletonBones[] = {};
    	};
    	class MyTestPlane_Bones_Base : Default
    	{
    		skeletonInherit = "Default";
    		skeletonBones[] = {...};
    	};
    	class MyTestPlane_Bones_Ramp : MyTestPlane_Bones_Base
    	{
    		skeletonInherit = "MyTestPlane_Bones_Base";
    		skeletonBones[] = {...};
    	};
    	class MyTestPlaneA_Bones : MyTestPlane_Bones_Ramp
    	{
    		skeletonInherit = "MyTestPlane_Bones_Ramp";
    		skeletonBones[] = {...};
    	};
    };
    class Rotation;
    class CfgModels
    {
    	class Default
    	{
    		sectionsInherit = "";
    		sections[] = {};
    		skeletonName = "";
    	};
    	class MyTestPlane_Base : Default
    	{
    		sectionsInherit = "Default";
    		sections[] = {};
    		skeletonName = MyTestPlane_Bones_Base;
    		class Animations {...};
    	};
    	class MyTestPlane_Ramp : MyTestPlane_Base
    	{
    		sectionsInherit = MyTestPlane_Base;
    		sections[] = {};
    		skeletonName = "MyTestPlane_Bones_Ramp";
    		class Animations : Animations {...};
    	};
    	class MyTestPlaneA : MyTestPlane_Ramp
    	{
    		sectionsInherit = MyTestPlane_Ramp;
    		sections[] = {};
    		skeletonName = "MyTestPlaneA_Bones";
    		class Animations : Animations {...};
    	};
    	class MyTestPlaneB : MyTestPlane_Base
    	{
    		sectionsInherit = "MyTestPlane_Bones_Base";
    		sections[] = {};
    		skeletonName = "MyTestPlane_Bones_Base";
    		class Animations : Animations {...};
    	};
    };

     


  3. I seem to be one of the more lucky ones, I've only have this memory leak a couple of times. I play with a group who have a fairly large mod pack but in our experience, we see significantly more crashes on BI maps.

    Quote
    • Game doesn't recover until it is restarted

    A couple of times, my game will drop down to 3FPS and after ~10 seconds, it will recover. Unfortunately I don't have the logs from those occasions, but next time it happens I'll bare this post in mind. 

    Note: I was recording at the time of these incidents, let me know if this would be useful.

     

    Good luck BI


  4. 					class ElevatorL
    					{
    						type = "rotation";
    						source = "elevator";
    						selection = "elevator_l";
    						axis = "elevator_l_axis";
    						minValue = -1;
    						maxValue = 1;
    						angle0 = "rad 30";
    						angle1 = "rad -30";
    					};
    					class ElevatorR : ElevatorL
    					{
    						selection = "elevator_r";
    					};
    					class AileronL
    					{
    						type = "rotation";
    						source="aileron";
    						selection="aileron_1_1";
    						axis="aileron_1_1_axis";
    						minValue=-0.500000;
    						maxValue=0.500000;
    						angle0="rad -30";
    						angle1="rad 30";
    					};
    					class AileronR: AileronL
    					{
    							selection = "aileron_1_2";
    							axis = "aileron_1_2_axis";
    					};

    Here's my model config for the elevators and ailerons, I think the reason yours doesn't work is because you inherit from the "Rotation" class, but I may be wrong.

    Also for the proxy, name it "pilot.001" and "gunner.001". Then in the turret config for the commander put "isCommanding = 1;". I believe that should work.


  5. Hi guys,

     

    I've come across a bit of a problem, I can't spawn my vehicle in through Zeus. I have "scopeCurator = 2;" in the config, but here's the thing, when running local multiplayer, I can see my vehicle and I can spawn it in. On a dedicated server however, I can't. I have uploaded the PBO and bikey, and it's still not showing up?

     

    Any ideas would be appreciated.

    Thanks 


  6. Hey guys,

     

    I have a problem where a turrets optic view is looking forward but the gun is perpendicular to the rest of the vehicle. 

    I have assigned the view point like so - "memoryPointGunnerOptics = "GunnerView";" At first that was one single point, then I added another to the selection along the X axis but no luck. 

    Has anyone encountered this before and how could I overcome this?


  7. Hey guys, I got a couple of questions about FFVs.

     

    1 - Is it possible to rotate the proxy of the player?

    2 - Can you have a full 360 degree turn radius?

    3 - When aiming down the sight, the view is taken from the View Gunner LOD, and when you're not, it uses the View Cargo LOD. I put "LODTurnedIn= 1000;" in the turret config but there's no difference. How can I change it so it always uses the Gunner LOD?

     

    Cheers

     

     

     


  8. Hi

     

    I've been trying to add some more lights to a plane I'm working on, I have had some sucess with the landing lights. But I'm a bit stuck trying to add more, I want this set to be activated by the scoll menu,  however I'm not sure where to configure these.

    The landing lights were done in the "Reflector class" but if I put the additional lights in this class, they also get activated with the main light, I don't want this to be the case.

     

    Also after a seemingly randon amount of time, the main lights just seem to shut off, does anyone have any idea why this is the case?

     

    Thanks

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