If I make a model and config it as a jeepMG, make the correct selections and axis...the turret should work....doesn't it?
Or should I write something in the config file?......
I'm loosing my mind.... ;P
Cheers![]()
If I make a model and config it as a jeepMG, make the correct selections and axis...the turret should work....doesn't it?
Or should I write something in the config file?......
I'm loosing my mind.... ;P
Cheers![]()
Oberon "sniper" 3d "I know something you don't"
not sure if you are using a car with turret but hope this helps:-
OFP models are modular, meaning certain classes of objects have programming codes inbuilt for assembly line modelling.
Airplane class:- yes to turret
helicopter class:- yes to turret
Tank class:- yes to turret
APC class:- yes to turret
Ship class:- yes to turret
object class:- eg, houses, fixture,etc:- not tried but i seriously doubt if u can mount a turret on a house, but then i could be wrong.
car class:- no to turret, will not recognise turret memory points
JeepMG:-?......By proxing an O2 modelled and configured mg with gunner into a car class....the proxy code must be correct to work,otherwise it will become a non active object.
workaround:- trick the engine by modelling a car as apc class ( wheeled vehicle), then the turret will be active.
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 11 2003,03:32)</td></tr><tr><td id="QUOTE">car class:- no to turret, will not recognise turret memory points
JeepMG:-?......By proxing an O2 modelled and configured mg with gunner into a car class....the proxy code must be correct to work,otherwise it will become a non active object.
workaround:- trick the engine by modelling a car as apc class ( wheeled vehicle), then the turret will be active.[/QUOTE]<span id='postcolor'>
erm, in a couple of words, thats wrong, the jeep with mg's turret is configured in o2 exactly the same way as say, the UH-60's MG is, no special proxy tricks, just the otochlaven and otocvez in the resolution lods and osa hlavne, osa veze, otochlaven and otocvez in the memory lod (and usti hlavne etc)
for houses it could be posible, create the building in 2 parts and config the other part as a other class
thanks eviscerator for clearing that up, lol!. but i was kinda wondering.....would that mean JeepMG is a separate class, different from a car class? cos i could never for the life of me mount a turret on a car class.
Since the jeepmg is modelled totally in 02, which configVeh does it use? Many would like to know as it seems a civilian truck mounted with a mg is the next much awaited addon other than the aircraft carrier.![]()
Vixer:
hmmm.....2 different classes within one O2 model? or 2 separate config models combined in editor? Thanks anyway, i'll try to figure it out....nothing like some more experiments to test and expand the limits of ofp...hehe....
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 12 2003,03:26)</td></tr><tr><td id="QUOTE">thanks eviscerator for clearing that up, lol!. but i was kinda wondering.....would that mean JeepMG is a separate class, different from a car class? cos i could never for the life of me mount a turret on a car class.
Since the jeepmg is modelled totally in 02, which configVeh does it use? Many would like to know as it seems a civilian truck mounted with a mg is the next much awaited addon other than the aircraft carrier.![]()
Vixer:
hmmm.....2 different classes within one O2 model? or 2 separate config models combined in editor? Thanks anyway, i'll try to figure it out....nothing like some more experiments to test and expand the limits of ofp...hehe....[/QUOTE]<span id='postcolor'>
Well, its not classes that define how a vehicle acts/what it can/cant do, its the simulations, now these are hard coded so we cant change them, but they contain the information for ofp to use the model in a certain way...
so, the car 'class' uses:
simulation=car;
The Jeep MG uses the exact same simulation, so you should be able to mount a turret on a car simulation with no trouble, (Its already been done a lot of times with usermade addons, there were the armed hummers, the BTR-70, the Centauro) because the armoured vehicles here had wheels the makers were forced to use the car simulation as the tank simulation acts a lot differently than a wheeled vehicle should.
Just in case anyone didn´t read the "Ferret update" the turret is fixed now...![]()
thanks Eviscerator, knew one can count on BAS!![]()
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 11 2003,03:32)</td></tr><tr><td id="QUOTE">Airplane class:- yes to turret[/QUOTE]<span id='postcolor'>
I been gone for 2 weeks...Did I miss something?
How is this possible?
welcome back bratz, was wondering where you've been. Just use the normal turret class config and memory points, but make sure u got the parts and names 101% correct in all the lods. er....i was kinda wondering, why would anyone wanna put a turret on a 1000km/hr & wide turning angle plane?