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[aps]gnat

Ghost moving my head !

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Sitting as pilot in new plane, no issue.

Sitting as gunner in new plane, initially no problem ..... then my head/view starts moving by itself !!

Same as AI move their own heads to look around at random ........

Weird one ..... I remember having this problem a long long time ago, but now its back and I can't seem to get rid of it.

I have a normal "gunner" proxy in a Crew LOD, and am inheriting most of an Su34 config (as many of my planes are, and they work fine as gunner)

What obsure config parameter or other (or lack of) is causing "AI possession" ?! :eek:

class Su34 : Plane {
	class Turrets;
	class NewTurret;
	class AnimationSources;
	class UserActions;
	class ViewOptics;
	class viewpilot;
	class viewgunner;
};
class USEC_B1B : Su34 {
	scope = 0;
	mapSize=47;
	side = 1;
	damageEffect = "DamageSmokePlane";		
	destrType = "DestructWreck";		
	accuracy=.05;
	irScanRangeMin = 1000;
	irScanRangeMax = 7000000;
	irScanToEyeFactor = 5;
	irScanGround = 1;
	displayName = "USEC B1B Lancer";
	displayNameShort = B1B;
	model = "\usec_b1b\USEC_b1b.p3d";
	icon = "\usec_b1b\icon\icon_b1b_ca.paa";
	picture = "\usec_b1b\icon\picture_b1b_ca.paa";
	maxSpeed = 1200;
	fuelCapacity = 5000;
	extCameraPosition[] = {0, 10, -40};
	camouflage = 10;
	audible = 6;
	supplyRadius = 8;
	driverAction = "A10_Pilot";
	gunnerAction = "A10_Pilot";
	crew = "USMC_Soldier_Pilot";
	typicalCargo[] = {"USMC_Soldier_Pilot","USMC_Soldier_Pilot"};
	cargoAction[]={"A10_Pilot","A10_Pilot"};
	faction = "USMC";
	transportSoldier = 1;
	laserScanner = 1;
	gearRetracting = 1;
	gearUpTime = 4.5;
	gearDownTime = 3;
	wheelSteeringSensitivity = 3.0;
	hiddenselections[] ={};
	formationX=180;
	formationZ=180;
	precision=350;		
	radarType = 4;
	LockDetectionSystem = 8;
	IncommingMisslieDetectionSystem = 16;
	driverhasflares = true;
	weapons[] = {"CMFlareLauncher"};
	magazines[] = {"120Rnd_CMFlare_Chaff_Magazine"};
	memoryPointCM[] = {"cmstart1","cmstart2"};
 		memoryPointCMDir[] = {"cmdir1","cmdir2"};

class Turrets
   {
     class MainTurret : NewTurret
     {
       minElev = -90;
       maxElev = 38.2;
       initElev = -45;
       minTurn = -180;
       maxTurn = 180;
       initTurn = 0;
       maxHorizontalRotSpeed = 1.2;
       maxVerticalRotSpeed = 1.2;
	stabilizedInAxes = "StabilizedInAxesBoth";
       startEngine = 0;
       body = "mainturret";
       gun = "maingun";
       animationSourceBody = "mainturret";
       animationSourceGun = "maingun";
	gunnerAction = "A10_Pilot";
	weapons[]={};
	magazines[]={};
       class Viewoptics
       {
				minAngleX = -360;
				maxAngleX = 360;
				initAngleX = 0;
				minAngleY = -360;
				maxAngleY = 360;
				initAngleY = 0;
				initFov = 0.7;
				minFov = 0.3;
				maxFov = 1.2;
       };
       soundServo[] = {"",0.01,1};
       outGunnerMayFire = 1;
	commanding = -1;
       gunBeg = "S_start";
       gunEnd = "S_end";
       memoryPointGunnerOptics = "gunner1";
       selectionFireAnim = "";
       castGunnerShadow = 0;
       viewGunnerShadow = 0;
       gunnerOpticsModel = "\ca\air\optika_AH1Z";
       gunnerForceOptics = 0;
     };
   };
	class AnimationSources : AnimationSources
	{
		class BombBay1 {
			source = "user";
			animPeriod = 3;
			initPhase = 0;
		};

		class Payload1 {
			source = "user";
			animPeriod = 1;
			initPhase = 0;
		};
	};
};

class USEC_b1ba : USEC_B1B
{
	scope = 2;
	displayName = "USEC B1B - Area Attack";
	model = "\usec_b1b\USEC_b1b.p3d";
class Turrets
   {
     class MainTurret : NewTurret
     {
       minElev = -90;
       maxElev = 38.2;
       initElev = -45;
       minTurn = -180;
       maxTurn = 180;
       initTurn = 0;
       maxHorizontalRotSpeed = 1.2;
       maxVerticalRotSpeed = 1.2;
	stabilizedInAxes = "StabilizedInAxesBoth";
       startEngine = 0;
       body = "mainturret";
       gun = "maingun";
       animationSourceBody = "mainturret";
       animationSourceGun = "maingun";
	weapons[]={};
	magazines[] = {"blah", "blah"};
       class Viewoptics
       {
				minAngleX = -360;
				maxAngleX = 360;
				initAngleX = 0;
				minAngleY = -360;
				maxAngleY = 360;
				initAngleY = 0;
				initFov = 0.7;
				minFov = 0.3;
				maxFov = 1.2;
       };
       soundServo[] = {"",0.01,1};
       outGunnerMayFire = 1;
	commanding = -1;
       gunBeg = "S_start";
       gunEnd = "S_end";
       memoryPointGunnerOptics = "gunner1";
       selectionFireAnim = "";
       castGunnerShadow = 0;
       viewGunnerShadow = 0;
       gunnerOpticsModel = "\ca\air\optika_AH1Z";
       gunnerForceOptics = 0;
     };
   };

	class UserActions
	{
	blah blah
	};
};

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Sounds like your proxy animation is forcing your head to move. Does this forced movement only occur in 1st Person?

Then again "A10_Pilot" shouldn't be causing such a behavior in the first place as it is being used in the A10 already without any issues.

Try this instead for your copilot. Maybe you can then rule out that this is animation related, or confirm that there is something fishy going on with "A10_pilot".

gunnerAction = "Su34_Gunner";
gunnerInAction = "Su34_Gunner";

Alternatively, how exactly does this head movement behave: Is it completely random? (i.e Does this also appear in a plane on the ground with engines off, does this happen when steering the plane)

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Hmm your min and max angle look a little strange -360 and 360 ? Is this correct looks like excorsist head movement ?

I would check these if it's not the proxy as stated above

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Ok, thanks guys, not fixed with any of above, but I have more info.

Added proxies to resolution LODs, no difference

Revelation: The gunners head is synched to the pilots head ! ! !

When the AI pilot turns his head, my head/view changes the same way.

Unfortunately I can't confirm if its actual head movement on the gunner (me) or just the view moving.

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Have an empty version of the plane and then send one of your minions into it as pilot. Will a clone magically appear and occupy the gunner seat?

What about proxy selection naming: Does each proxy have a unique name?

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Gnat;2088334']

Revelation: The gunners head is synched to the pilots head ! ! !

When the AI pilot turns his head' date=' my head/view changes the same way.

Unfortunately I can't confirm if its actual head movement on the gunner (me) or just the view moving.[/quote']

Are you running in beta or vanilla? Have you been through every LoD in your model triple checking that your named selections are in fact pointing at the points/poly's that you expect them to be?

Have you triple-checked your model.cfg? Are your proxy's all defined perfectly? Are there build.log errors?

You have a working airplane didn't you say? Go through and compare everything tween it and your current version collating any and all differences. Send it to a mate to check.

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Thanks guys .....

Tried various things with observation. Concluded it was a view change, not actually a head turn, but then thats only by observing AI. You can't really observe yourself.

Closer to the root of the weirdness.

I've found this only happens when the gunner has no weapons available. As soon as you add to the vehicle a weapon (and select, with F key), the gunners view swings back to center and the pilots head turning no longer causes a matching view change.

The difference between my two vehicles was only the way I armed (loaded) the weapons

In the "no problem" one, weapons are defined (as are Magazines) from the beginning, and stay.

In the problem plane, weapons are only added to the vehicle when the bomb bay doors are opened, then removed when the bays close.

..... not sure this can be circumvented, might leave it as a "feature" ;)

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ah so are you saying the weapon fire from different turrets and each turret has a different

(a) point from which it fires in memmory lod

(b) viewoptic setting for the turret of each weapon ?

B sounds like a plausible problem to me

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