cbfasi 4 Posted July 25, 2009 Requirement.. Solid Hedge base with moving greenery on top. Problem... Created solid hedge in O2, no problem Created a 'Fern' (its part of the ArmA1 bis Fern clutter) Added Fern:Geometry Property AutoCenter = 0 Save Fern in Folder Proxies, under the addon folder CBF_UKEx2 Added proxies to the hedge, hedge saved in CBF_UKEx2\Naturals Now the proxies DO show in O2 BUT in game and visitor they do not! But to make it more odd, the fern DOES show in game if not used as a proxy.. This means its NOT a texture issue but something else! Now... the config.cfg #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define VSoft 0 #define VArmor 1 #define VAir 2 // ************************************************************* // ************************************************************* class CfgPatches { class CBFExtras { units[] = { }; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"CAData"}; }; }; class CfgVehicles { class Thing; class Building; class Strategic; class NonStrategic: Building { class DestructionEffects; }; class HouseBase; class Land_VASICore; class House : HouseBase { class DestructionEffects; }; class Hedge5mFerned : House { scope=protected; model="CBF_UKEx2\NaturalszHedge5mFerned.p3d" displayName = ""; destrType=DestructNo; } }; class CfgNonAIVehicles { class ProxyFern01 { scope = public; model = \CBF_UKEx2\Proxies\Fern01.p3d; autocenter = false; reversed = false; simulation = "alwaysshow"; }; class ProxyBush01 { scope = public; model = \CBF_UKEx2\Proxies\Bush01.p3d; autocenter = false; reversed = false; simulation = "alwaysshow"; }; class ProxyBush02 { scope = public; model = \CBF_UKEx2\Proxies\Bush02.p3d; autocenter = false; reversed = false; simulation = "alwaysshow"; }; class ProxyLongBush01 { scope = public; model = \CBF_UKEx2\Proxies\LongBush01.p3d; autocenter = false; reversed = false; simulation = "alwaysshow"; }; }; The model.cfg from the Naturals subfolder (has the hedge itself in) class CfgSkeletons { class Building; class ProxyCfgObjBonesCBF : Building { isDiscrete=1; skeletonInherit= ""; skeletonBones[]={}; }; }; // ************************************************************* // ************************************************************* class cfgModels { class Building; class Hedge5mFerned: Building { skeletonName = "ProxyCfgObjBonesCBF"; sectionsInherit = ""; sections[] = {}; }; }; The Model.cfg from the Proxies subfolder class CfgSkeletons { class Building; class ProxyCfgObjBonesCBF : Building { isDiscrete=1; skeletonInherit= ""; skeletonBones[]={}; }; }; // ************************************************************* // ************************************************************* class cfgModels { class Building; class Bush01: Building { skeletonName = "ProxyCfgObjBonesCBF"; sectionsInherit = ""; sections[] = {}; }; class Bush02: Building { skeletonName = "ProxyCfgObjBonesCBF"; sectionsInherit = ""; sections[] = {}; }; class BushLong01: Building { skeletonName = "ProxyCfgObjBonesCBF"; sectionsInherit = ""; sections[] = {}; }; class Fern01: Building { skeletonName = "ProxyCfgObjBonesCBF"; sectionsInherit = ""; sections[] = {}; }; }; I have likely done more than I need here but nothing I seem to do will make the proxies show! Binarized or unbinarized makes no difference either!! Anyone got an idea on why this is not working ?? Share this post Link to post Share on other sites
cbfasi 4 Posted July 27, 2009 Surely we have someone around who knows more than me that can help ?? Share this post Link to post Share on other sites
t_d 47 Posted July 27, 2009 Does the rpt says something like proxy not found? Share this post Link to post Share on other sites
colonel_klink 0 Posted July 28, 2009 (edited) George. Try removing the "\" at the beginning of each proxy path. Its a longshot but it might be the problem. I have another suggestion. You could always use the 'attachto' command. You'd have to create a config entry for each fern etc in the class vehicles section. Name each fern class "cbfasi_fern_01" etc or something appropriate. You will use this name in the init.sqs file below Your base hedge would then run an init eventhandler to a init.sqs file with the appropriate attachto command for each fern/bush you wanted to attach to the hedge. example class eventhandlers { init = "[_this select 0] exec "\your path to script folder\init.sqs }; In the hedge memory lod you would place as many mem points as you need to cover the hedge in ferns. name them appropriately; e.g. fern.01, fern.02 etc Use the mem point at the 90 degree angle of the proxy you use to place the ferns originally (delete the other two proxy mem points and rename to fern.01 etc) the init.sqs file _hedgebase = _this select 0 _fern01 = "cbfasi_fern_01" createvehicle[0,0,0] ; creates fern at map 0,0,0 _fern01 attachto [_hedgebase,[0,0,0], "fern.01"] ;attaches _fern01 to mempoint "fern.01" on to the hedge ;repeat for all fern attachments You can randomize the direction with: _rnd = random 360 _fern01 setdir _rnd Now I don't know what impact having a lot of objects created with createvehicle will be on framerate etc. I haven't experimented with this since VBS1 and only again recently with ArmA 2. So far in my limited experiments I havent noticed any frame lag. BTW this probably won't work in Visitor without some fancy scripting. Cheers Edited July 28, 2009 by Colonel_Klink Share this post Link to post Share on other sites
cbfasi 4 Posted July 30, 2009 ArmA2.Rpt says little in relation to the problem Attachto wont put the items at the angles they need to be, already done lots of playing with attachto (pics will get out one day but /detach M1A2 from flying C130 looks SO funny when the M1A2 skids along ground!.) Also nice to see your still around Ck, I still remember the old days ---------- Post added at 03:24 PM ---------- Previous post was at 03:03 PM ---------- Tried your idea CK of removing the first / , no differance Also the thought of 25 ferns on each 5m section then by over 1000 !!! attachto will go nuts! Ths btw is JUST the fern one, there going to be 5-6 variations, the fern is the test one!! Worst case I make the greenery physically part of the model and loose the ArmA2 movement etc Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 30, 2009 in ur cpp proxy defenitions shouldnt the proxy class inherit from some other native class? ie: class BushProxy; class ProxyFern01:BushProxy { scope = public; model = \CBF_UKEx2\Proxies\Fern01.p3d; autocenter = false; reversed = false; simulation = "alwaysshow"; }; replace BushProxy with the right class. Share this post Link to post Share on other sites
cbfasi 4 Posted July 31, 2009 I used the actual config from BIS as guide and they do not generally inherit from others, and there are non suitable class's to inheirit. I cant even find ANY config data for the furniture used as proxies by BIS.. Quite simply I cannot find out how BIS have done this in ArmA2, I have even got a BIS ArmA1 sample building and its proxies dont show either! I am almost ready to give up the idea of a Devon/Cornwall style hedge, prety much ruins the map I was going to build as its a core feature of the terrain in this area. Maybe just place empty banks until it works... Share this post Link to post Share on other sites
t_d 47 Posted July 31, 2009 Try it without the CfgNonVehicle class. Share this post Link to post Share on other sites
UNN 0 Posted August 2, 2009 (edited) You generaly use proxies defined in CfgNonAIVehicles if they have special properties and simulations, like NV Goggles, Weapons, flags or random proxy selections e.t.c But if you do use the CfgNonAIVehicles method, then they are referenced differently in O2. For example your proxy config: class ProxyFern01 Would look like this in O2: proxy:Fern01.001 Just create a new proxy in O2, and put Fern01 as the proxy name. The engine automatical applies the prefix "proxy" when seaching through the configs. Edit: I should mention with this method they will only show up in game and not in Buldozer. But as T_D said, you may as well link directly to the p3d. Unless this is a requirement to get your proxies animated or map based objects? Edited August 2, 2009 by UNN Share this post Link to post Share on other sites
cbfasi 4 Posted August 2, 2009 The O2 is directly linked to the p3d name, in fact when I started it, it was orginally but didnt show, thats why I went down the line of the CfgNonAIVehciles method, still didnt work Share this post Link to post Share on other sites
UNN 0 Posted August 4, 2009 I went down the line of the CfgNonAIVehciles method, still didnt work But you can display a regular object thats normaly used as a proxy, just to make sure your current method is correct? Share this post Link to post Share on other sites
cbfasi 4 Posted August 5, 2009 Yes, this is why I am so confused, its not the proxy model either, I cannot even get ArmA2 furniture to show as proxies when when I know for fact they are used as such. The ArmA1 building sample models do not show their proxies either under ArmA2, there definately looks like a change. Part of me is now thinking that I may need to wait for ArmA2 Modelling tools to get proxies to show on buildings. Share this post Link to post Share on other sites
colonel_klink 0 Posted August 14, 2009 (edited) Ok here's a thought. in your CfgNonAIVehicles section of your config change the Proxyfern01 to Proxy_fern01. I have a vehicle with a dozen or so jerrycans plus ammoboxes attached to it using proxies and the proxy model names are jerrycan.p3d etc, but the CfgNonAIVehicles entries are proxy_jerrycan etc. this might help. or Heres a thought, just try class fern01 without the proxy bit CK Edited August 14, 2009 by Colonel_Klink Share this post Link to post Share on other sites
colonel_klink 0 Posted August 14, 2009 (edited) Hi George. This is really weird. I've just added a proxy of a fence to a building as an experiment and it worked. Are the ferns animated? If so try adding animated=true to the CfgNonAI.. bit. Else try another non animated object as a proxy and try that. Ok. I'm not sure if this is relevant or not, I've just added a proxy to a model without any CfgNonAIVehicles entry at all and the proxy showed in ArmA np. Here's a long shot I'm guessing now that even though the proxies show for you in O2, the models in the proxies folder might not be compiled when the addon is. I'd do a depbo and check that the folder is being included in the compile. Although that should give a "cannot find model" error. If you like, I can have a look at the addon for you. Edited August 14, 2009 by Colonel_Klink Brain not fuctioning. Thought processes went into limbo. Share this post Link to post Share on other sites
mondkalb 1087 Posted November 21, 2009 I am having the very same problem. Proxy does work in O2's Bulldozer, but neither in Visitor 3 Bulldozer or Arma2 itself... Is there a 100% solution to this problem? Share this post Link to post Share on other sites
cbfasi 4 Posted November 22, 2009 I never managed to solve this one, sort of low on priority Share this post Link to post Share on other sites
UNN 0 Posted November 22, 2009 If you like, I can have a look at the addon for you. Yeah, if you have the time to put a basic example together? I would be like to check it out to, I have a general interest in anything proxy related. Share this post Link to post Share on other sites
bad benson 1733 Posted November 23, 2009 you may already have thought of that but i'm gonna say it anyways...just in case. u said u need the movement from the wind...right? why not put a property class=bushsoft/treesoft in the model itself. i know it's kinda noobish compared to theproxy stuff but i always use that on my custom plants. if u only want to have the fern moving just seperate it into two models, one solid one leaves, and use the attachto thingy. dunno. maybe i'm thinking to simple here but sometimes that's the way to go:D Share this post Link to post Share on other sites
mondkalb 1087 Posted November 28, 2009 After searching the Biki I found this entry describing Proxies and their usage. One particular sentence seems to hold the key to get those proxies working: There should also then be added a note in the configuration file that will set the simulation class and the path of the proxy model. Does anyone of you have any clue what is meant by "simulation class"? Something inside of CfgVehicles like simulation = "SomethingThatMakesProxiesWorking" or a completely new Class of some type (not CfgNonAiVehicles) like this: class CfgSomeClassThatDoesWorkingProxies { blah=""; }; Share this post Link to post Share on other sites
t_d 47 Posted November 28, 2009 Probably CfgNonAiVehicles class is meant. Share this post Link to post Share on other sites
mondkalb 1087 Posted November 30, 2009 I have found a solution for this problem: You have to define an config-entry in cfgVehicles for the object that is containing proxies. Example: If you place in Visitor 3 a custom made building (eg. XYZ_restaurant.p3d) that uses proxies, you'll have to define "Land_XYZ_restaurant" in cfgVehicles. After doing this, all the proxies, ladders and custom animations (e.g. doors) will work properly and instantly when placed on an island (via Visitor 3). Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 2, 2009 Awesome Thx for the info Share this post Link to post Share on other sites
cbfasi 4 Posted December 2, 2009 The only difference here that I see is the Land_ from what I have already tried.... will try it! Share this post Link to post Share on other sites