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Thread: Pegasus Team 101 MULE WIP

  1. #41
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I've been searching around and I found some sort of script that allows one to actually control the UGV, unfortunately when I use it the player is stuck in one spot controlling the UGV. Is there some something I'm missing on the modeling/scripting side or is the script that I'm using missed up?

    Here's the Script I'm trying to use:

    PHP Code:
    player remoteControl driver UGVdriver UGV switchCamera "View"waitUntil {!(alive UGV) || !(alive player)}; objNull remoteControl driver UGVplayer switchCamera "View"
    Last edited by JSF 82nd Reaper; Apr 7 2012 at 04:28.

  2. #42
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I took the script an extra step and created an exit.sqs, and an enter.sqs and then put a function module in.

    exit.sqs:
    PHP Code:
    objNull remoteControl driver UGVUGV_Operator switchCamera "Gunner"
    enter.sqs:
    PHP Code:
    UGV_Operator remoteControl driver UGVdriver UGV switchCamera "Gunner"waitUntil {!(alive UGV) || !(alive player)}; 
    function module:
    PHP Code:
    myaction UGV_Operator addAction ["Enter UGV Mode""enter.sqs"]; myaction UGV addAction ["Exit UGV Mode""exit.sqs"]; 
    I named my unit UGV_Operator (this way it should prevent others from being able to operate the UGV) and the MULE UGV.

    But now when I enter the UGV the camera is glitched out, it is facing backwards and moves side to side by itself. It's like the AI inside it is facing backwards and keeps moving his head as if he was glitched out and the camera stays in one spot.
    Last edited by JSF 82nd Reaper; Apr 7 2012 at 06:12.

  3. #43
    Staff Sergeant JSF 82nd Reaper's Avatar
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    Also my animations still aren't working, I worked on the model.cfg, and the config.cpp a bit more and here are the updated files.

    Model.cfg
    PHP Code:
    class CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="";
            
    skeletonName "pt101_mule";
            
    skeletonBones[]=
            {
                
    "turret","",
                
    "minigun","",
                
    "camera","",
                
    "wheel1","",
                
    "wheel2","",
                
    "wheel3","",
                
    "wheel4","",
                
    "wheel5","",
                
    "wheel6",""
            
    };
        };
    };
    class 
    CfgModels
    {
        class 
    Rotation;
        class Default
        {
            
    sectionsInherit "";
            
    skeletonName "pt101_mule";
            
    sections[] = {};
            
    skeleton "pt101_mule";

            class 
    Animations {};
        };

        class 
    pt101_mule
        
    {
            
    sectionsInherit "";
            
    sections[] = {};

            
    skeletonName "pt101_mule";
        };
        class 
    Mulept101_mule
        
    {
            
    sectionsInherit="pt101_mule";
            
    sections[]={};

            class 
    Animations
            
    {
                class 
    FrontWheelLRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel1";
                    
    axis="wheel1_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    FrontWheelRRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel2";
                    
    axis="wheel2_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelLRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel3";
                    
    axis="wheel3_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelRRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel4";
                    
    axis="wheel4_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelLRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel5";
                    
    axis="wheel5_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelRRotation
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel6";
                    
    axis="wheel6_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    TurretRotation
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="turret";
                    
    axis="turret_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CameraRotation
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="camera";
                    
    axis="camera_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    MinigunRotation
                
    {
                    
    type="rotationZ";
                    
    source="mainTurret";
                    
    selection="minigun";
                    
    axis="minigun_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
            };
        };
    }; 
    Config.cpp:
    PHP Code:
    class CfgPatches 
    {
        class 
    pt101_mule
        
    {
            
    units[] = {"pt101_mule"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAWheeled_E"};
        }; 
    };

    class 
    CfgFactionClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV";
            
    priority 1;
            
    side 1;
        };
    };
     
    class 
    CfgVehicleClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV - MULE";
        };
    };

    class 
    CfgVehicles 
    {
        class 
    M1129_MC_EP1;
        class 
    pt101_muleM1129_MC_EP1
            

                
    displayName "MULE";
                
    vehicleClass "UGV";
                
    model "P:\PT101_Mule\pt101_mule.p3d";
                
    weapons[] = {};
                
    magazines[] = {};
                
    side 1
                
    crew "US_Soldier_Crew_EP1"
                
    maxSpeed 60
                   
    transportSoldier 0;
                
    animated true;
            };
        };
    }; 

  4. #44
    This looks wrong if your 3d model file name is "pt101_mule"
    PHP Code:
    class CfgModels
    {
        class 
    Rotation;
        class Default
        {
            
    sectionsInherit "";
            
    skeletonName "pt101_mule";
            
    sections[] = {};
            
    skeleton "pt101_mule";

            class 
    Animations {};
        };

        class 
    pt101_mule
        
    {
            
    sectionsInherit "";
            
    sections[] = {};

            
    skeletonName "pt101_mule";
        };
        class 
    Mulept101_mule
        
    {
            
    sectionsInherit="pt101_mule";
            
    sections[]={};

            class 
    Animations
            

    Try something like this;
    PHP Code:
    class CfgModels
    {
        class Default
        {
            
    isDiscrete true;
            
    skeletonInherit "";
            
    skeletonBones[] = {};
        };
        class 
    pt101_mule  : default
        {
            
    skeletonName "pt101_mule";
            
    sectionsInherit "";
            
    sections[]={"turret","minigun","camera","wheel1","wheel2","wheel3","wheel4","wheel5","wheel6"};
            class 
    Animations
            


  5. #45
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat: Thanks alot it works now in Buldozer, I'm just going to check if the animations work in-game now.

    ---------- Post added at 05:46 PM ---------- Previous post was at 05:35 PM ----------

    Sweeeet, it works in-game as well, But the remote control camera doesn't work properly, and I would like to be only able to see out of the camera on-top of the MULE. I'm going to add a driver proxy and a commander proxy to see if it might work. If it doesn't work will I need to specify that I want the camera of the model to be used as a camera like the one on the UAV?

  6. #46
    Apart from a fully scripted camera (havent seen one for a remote vehicle), and the UAV config one, I don't know of any other way to get a model camera view.

  7. #47
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat: I found that I needed to create a Commander View, Gunner View, and Driver View memory points. I did this and it works, but the Commander View doesn't follow the Rotating Camera on-top of my MULE. And the Gunner View doesn't follow the rotating turret. I read that you need to group the memory points together or something like that, to get them to follow the rotations.

  8. #48
    Your gunner view point should become part of "turret" name definition.
    A commander view is usually a "turret on top of the main turret", some you need to add to your skeleton to get an inderpentant commander view.

    "turret","",
    "ComTurret","turret",

    Then your commander view point is also named "ComTurret"
    (points and faces can been named several names if you didn't already know)

    If you want commander view interpendant of main turret.

    "turret","",
    "ComTurret","",

  9. #49
    Staff Sergeant JSF 82nd Reaper's Avatar
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    @Gnat: Thanks for helping me in understanding how to group the memory points, and everything is working now, but I'm having some trouble with getting the remote control script, and I have to continue on working with the model.cfg/config.cpp. I still have a lot to do with the config.cpp to add weapons and cargo along with whatever else that can be done. Will I need to create animations for the missiles to launch, and is there a way in which one person can fire, drive and etc? And here is the model.cfg and config.cpp that I have done so far.

    Model.cfg:
    PHP Code:
    class CfgSkeletons
    {
        class Default;
        class 
    pt101_mule: Default
        {
            
    isDiscrete=1;
            
    skeletonInherit="";
            
    skeletonName "pt101_mule";
            
    skeletonBones[]=
            {
                
    "turret","maingun",
                
    "minigun","turret",
                
    "turret","comturret",
                
    "camera","turret",
                
    "comturret","camera",
                
    "camera","comturret",
                
    "maingun","",
                
    "wheel1","",
                
    "wheel2","",
                
    "wheel3","",
                
    "wheel4","",
                
    "wheel5","",
                
    "wheel6",""
            
    };
        };
    };
    class 
    CfgModels
    {
        class Default
        {
            
    isDiscrete true;
            
    skeletonInherit "";
            
    skeletonBones[] = {};
        };
        class 
    pt101_mule: default
        {
            
    skeletonName "pt101_mule";
            
    sectionsInherit "";
            
    sections[]={"turret","minigun","wheel1","wheel2","wheel3","wheel4","wheel5","wheel6"};
            
            class 
    Animations
            
    {
                class 
    FrontWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel1";
                    
    axis="wheel1_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    FrontWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel2";
                    
    axis="wheel2_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel3";
                    
    axis="wheel3_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    CenterWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel4";
                    
    axis="wheel4_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelL
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel5";
                    
    axis="wheel5_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    RearWheelR
                
    {
                    
    type="rotationX";
                    
    source="wheel";
                    
    selection="wheel6";
                    
    axis="wheel6_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    Turret
                
    {
                    
    type="rotationY";
                    
    source="mainTurret";
                    
    selection="turret";
                    
    axis="turret_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad +360";
                };
                class 
    Minigun
                
    {
                    
    type="rotationZ";
                    
    source="revolving";
                    
    selection="minigun";
                    
    axis="minigun_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad -360";
                };
                class 
    Camera
                
    {
                    
    type="rotation";
                    
    source="obsTurret";
                    
    selection="camera";
                    
    axis="camera_axis";
                    
    memory="1";
                    
    sourceAddress="loop";
                    
    minValue=0;
                    
    maxValue=1;
                    
    angle0="0";
                    
    angle1="rad +360";
                };
            };
        };
    }; 
    Config.cpp:
    PHP Code:
    class CfgPatches 
    {
        class 
    pt101_mule
        
    {
            
    units[] = {"pt101_mule"};
            
    weapons[] = {};
            
    requiredVersion 0.1;
            
    requiredAddons[] = {"CAWheeled_E"};
        }; 
    };

    class 
    CfgFactionClasses
    {
        class 
    West
        
    {
            
    displayName "West";
            
    priority 1;
            
    side 1;
        };
    };
     
    class 
    CfgVehicleClasses
    {
        class 
    UGV
        
    {
            
    displayName "UGV - MULE";
        };
    };

    class 
    CfgVehicles 
    {
        class 
    M1129_MC_EP1;
        class 
    pt101_muleM1129_MC_EP1
        

            
    displayName "MULE";
            
    vehicleClass "UGV";
            
    model "P:\PT101_Mule\pt101_mule.p3d";
            
    weapons[] = {};
            
    magazines[] = {};
            
    side 1
            
    crew "US_Soldier_Crew_EP1"
            
    maxSpeed 60
               
    transportSoldier 0;
            
    animated true;
            
        };
    }; 
    Last edited by JSF 82nd Reaper; Apr 8 2012 at 09:18.

  10. #50
    Staff Sergeant JSF 82nd Reaper's Avatar
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    I will be posting an update within a couple of days on Armaholic for the public to see what has been accomplished so far.

    Here is the video in which I submitted to Armaholic:

    Last edited by JSF 82nd Reaper; Apr 9 2012 at 08:38.

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