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q-wer

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About q-wer

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  1. Oh no not from scratch :/ i will ty it reset all my mempoints and make a nwe physx setup :/ Thx for ur help
  2. Hello Guys, I need some help with config i have 1 Problem: My Vehicle stuck in the Ground or smth like that: Is SetUp the Suspension with this very nice Tut: https://forums.bistudio.com/topic/155974-tutorial-creating-custom-engine-gearbox-and-suspension-vehicle-config/ VehicleMass (GemotryLod Mass): 6600 Here is the Phsyx:
  3. Thats a good idea with the UserAction but im not sure if u can change the animation of a player in a vehicle i have to test it :D And No i havent seen an Addon that have done this alrdy :/ Thx for ur Idea will try it
  4. Hi, i create a German BW Fuchs it have 2 hatches on the top u can open them -> Stand Up and shoot with ur own rifle or mounted mg3: Here is a Picture https://upload.wikimedia.org/wikipedia/commons/e/e4/German_UN_Soldiers_during_UNOSOM_II_1993.jpg But u normaly sit inside next thing is i want shoot if im siting inside too, because u can open the doors on the back. So u have 3 postions: Sitting inside Stand and shoot out from Hatch Sitting inside and shoot out from the Doors My first Problem at all is (i dont know if its a bug): gunnerAction = "vehicle_turnout_1"; // Gunner animation if he want shoot or is rdy to shoot gunnerInAction = "passenger_inside_1"; // Gunner if he is inside the vehicle my gunner is always in the animation "gunnerAction" ("vehicle_turnout_1")
  5. Hello Guys, I need ur help with config of Cargo Turret (FFV). I want 2 Position where the Cargo can shoot from: What i alrdy got is shooting from siting position: class Turrets { class CargoTurret_Base01: CargoTurret /// position for Firing from Vehicles { gunnerGetInAction = "GetInLOW"; // <-- animation for entry in the turret gunnerGetOutAction = "GetOutLOW"; gunnerAction = "vehicle_turnout_1"; //passenger_bench_1// generic animation for sitting inside with rifle ready gunnerCompartments = "Compartment2"; /// gunner is not able to switch seat memoryPointsGetInGunner = "pos cargo"; /// specific memory points to allow choice of position memoryPointsGetInGunnerDir = "pos cargo dir"; /// direction of get in action gunnerName = "TEST 1"; /// name of the position in the Action menu proxyIndex = 4; /// what cargo proxy is used according to index in the model maxElev = 15; /// what is the highest possible elevation of the turret minElev = -42; /// what is the lowest possible elevation of the turret maxTurn = 20; /// what is the left-most possible turn of the turret minTurn = -95; /// what is the right-most possible turn of the turret isPersonTurret = 1; /// enables firing from vehicle functionality ejectDeadGunner = 0; /// seatbelts included enabledByAnimationSource = ""; /// doesn't work unless the said animation source is 1 gunnerInAction = "passenger_inside_1";///Your sitting animation inside cargo(can be a FFV animation) startEngine = 0; commanding = -1; outGunnerMayFire = 1; inGunnerMayFire = 0; animationSourceHatch = "hatchLoader"; /// when you turn out the hatch opens/closes as well forceHideGunner = 1; }; }; I tried to get him up with: gunnerAction = "vehicle_turnout_1; gunnerInAction = "passenger_inside_1"; animationSourceHatch = "hatchLoader"; but it doesnt worked May a important Info (or not ^^): "hatchLoader" is alrdy open before i get into the vehicle ... idk why :D Thanks for Helping me and sry for my English
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