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Thread: M577 APC IS DRIVING ME NUTS!!!!

  1. #1
    ok old story that
    odl shit is still taking off!
    i have no idea why.... its really weird.

    when im close to it or the im the driver or so nothing happens
    everythings right

    when i move away from and its still nothing happens

    when its strats moving when im away it starts takign off and
    flies around

    when i place the player away from teh apc on the map
    it takes of straight up.....

    ive already tried removign the geolod/firelod compontents of the wheels but its still takes off...

    its really annoying and frustrating...

    anyone knows wots wrong
    big thx for any help

  2. #2
    Vehicle taking off:-

    Possible reasons:-
    1. The weight of the geolod is too light
    2. Config of vehicle inherited a 'simulation ="plane";
    3. The setvelocity script is activated by itself from a slight bounce on the ground.
    4. The landcontact is set too high above geolod
    5. The speed of craft is too fast for a normal similar class vehicle.

    this is what i experienced....

  3. #3
    1.teh mass is 15000
    2. it deosnt ahve such an entry
    3. there is no setvelocity script(??)
    4. nope the landconatact (4 points are directly under the wheels) are under the geo lod and hters still space between tehm though not much (15-20 cm id say)
    5. its max speed is 150

    its cfged asa jeepMG

    its really weird cuz when i payl as the apc everythigns fine
    he trouble starts when im starting hte mission soem meters away from teh apc....

    its just flies way up.... nothing more...

  4. #4
    Sounds like GeoLOD problems.

    Try re-starting the geometry from scratch. Delete the LOD
    itself, then create a new blank LOD and use only 'boxes'.

    Select all and assign a mass of 30000.

    Do the component convex hull command.

  5. #5
    ok i just tried
    same bug

    if i leave away the geolod it stands still and cant
    (at least it doenst fly away)

    if i add geolod (any shape, any size, any mass)
    it takes off it looks similar to a chopper when flying
    (nose down tail up)

    but its has a cfg of a jeep with MG
    and the taking of only happens when im bit away from it (10m or so) when im close everythigns fine

    or if it starts close to me and move forward via way points
    it takes off after some meters....




  6. #6
    Can you post the CfgVehicles section of the config.cpp?

  7. #7
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//USCM APC by manticore
    #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 true 1
    #define false 0

    #define private 0
    #define protected 1
    #define public 2


    class CfgPatches
    {
    class uscm_m577
    {
    units&#91;&#93; = {&#34;uscm_m577&#34;};
    weapons&#91;&#93; = {};
    requiredVersion = 1.91;
    };
    };

    class CfgModels
    {
    class Default {};
    class Land&#58; Default {};
    class LandVehicle&#58; Land {};
    class Car&#58; LandVehicle {};
    class Jeep&#58; Car{};
    class JeepMG&#58; Jeep{};
    class M577_A1&#58; JeepMG
    {
    sectionsInherit=&#34;Vehicle&#34;;
    sections&#91;&#93;=
    {
    &#34;a1&#34;,
    &#34;a2&#34;
    };
    };
    };

    class CfgAmmo
    {
    class Default {};
    class BulletSingle&#58; Default {};
    class ExplosiveBullet&#58; BulletSingle {};
    class Bullet30&#58; ExplosiveBullet {};
    class uscm_20mm_HE2x&#58; Bullet30
    {
    hit=350;
    indirectHit=75;
    indirectHitRange=9;
    minRange=150;minRangeProbab=0.20;
    midRange=800;midRangeProbab=0.20;
    maxRange=1500;maxRangeProbab=0.05;
    tracerColor&#91;&#93;={0,0,0,0.000000};
    tracerColorR&#91;&#93;={0,0,0,0.000000};
    };
    class uscm_20mm_HEAP2x&#58; uscm_20mm_HE2x
    {
    hit=395;
    indirectHit=66;
    indirectHitRange=7.5;
    minRange=150;minRangeProbab=0.20;
    midRange=800;midRangeProbab=0.20;
    maxRange=1500;maxRangeProbab=0.05;
    tracerColor&#91;&#93;={0,0,0,0.000000};
    tracerColorR&#91;&#93;={0,0,0,0.000000};
    };
    class uscm_20mm_APF2x&#58; uscm_20mm_HE2x
    {
    hit=100;
    indirectHit=35;
    indirectHitRange=11.5;
    minRange=150;minRangeProbab=0.20;
    midRange=800;midRangeProbab=0.20;
    maxRange=1500;maxRangeProbab=0.05;
    tracerColor&#91;&#93;={0,0,0,0.000000};
    tracerColorR&#91;&#93;={0,0,0,0.000000};
    };
    };
    class CfgWeapons
    {
    class Default{};
    class MGun&#58; Default{};
    class MachineGun7_6&#58; MGun{};
    class MachineGun12_7&#58; MachineGun7_6{};
    class MachineGun30 &#58; MachineGun7_6 {};
    class MachineGun30W&#58; MachineGun30 {}
    class uscm_20mm_2x&#58; MachineGun30W
    {
    displayName=&#34;2x20mm Gattling Gun&#34;;
    displayNameMagazine=&#34;2x20mm Gun&#34;;
    shortNameMagazine=&#34;2x20mm&#34;;
    count=1700;
    modes&#91;&#93;={&#34;Single&#34;,&#34;Burst&#34;, &#34;FullAuto&#34;};
    class Single
    {
    ammo=uscm_20mm_HE2x;
    displayName=&#34;2 x 20mm HE&#34;;
    reloadTime=0.08;
    dispersion=0.012;
    burst=1;
    ffCount=1700;
    autofire=1;
    multiplier = 2;
    recoil=riffleSingle;
    sound&#91;&#93;={&#34;Weapons&#92;automatic_cannon &#34;,db10,1};
    soundContinuous=true;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=1000;
    useAction = false;
    useActionTitle = &#34;&#34;;
    };
    class Burst
    {
    ammo=uscm_20mm_HEAP2x;
    displayName=&#34;2 x 20mm HEAP&#34;;
    reloadTime=0.08;
    dispersion=0.012;
    burst=1;
    ffCount=1700;
    autofire=1;
    multiplier = 2;
    recoil=riffleSingle;
    sound&#91;&#93;={&#34;Weapons&#92;automatic_cannon &#34;,db10,1};
    soundContinuous=true;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=1000;
    useAction = false;
    useActionTitle = &#34;&#34;;
    };
    class FullAuto
    {
    ammo=uscm_20mm_APF2x;
    displayName=&#34;2 x 20mm APF&#34;;
    reloadTime=0.08;
    dispersion=0.012;
    burst=1;
    ffCount=1700;
    autofire=1;
    multiplier = 2;
    recoil=riffleSingle;
    sound&#91;&#93;={&#34;Weapons&#92;automatic_cannon &#34;,db10,1};
    soundContinuous=true;
    aiRateOfFire=0.5;
    aiRateOfFireDistance=1000;
    useAction = false;
    useActionTitle = &#34;&#34;;
    };
    };
    };
    class CfgVehicles
    {
    class All {};
    class AllVehicles&#58; All {};
    class Land&#58; AllVehicles {};
    class LandVehicle&#58; Land {};
    class Car&#58; LandVehicle {};
    class Jeep&#58; Car{};
    class JeepMG&#58; Jeep{};
    class uscm_m577&#58; JeepMG
    {
    namesound=&#34;APC&#34;;
    scope=public;
    crew=Civilian2;
    transportSoldier = 8;
    driverCanSee=CanSeeAll;
    getInRadius=10;
    maxSpeed=150;
    side=TWest;
    vehicleClass=&#34;USCM - Vehicles&#34;;
    displayName=&#34;M577 A1 APC&#34;;
    brakeDistance=3;
    class Reflectors
    {
    class Left
    {
    color&#91;&#93;={0.900000,0.800000,0.600000,1.0000 00};
    ambient&#91;&#93;={0.100000,0.100000,0.100000,1.00 0000};
    position=&#34;L svetlo&#34;;
    direction=&#34;konec L svetla&#34;;
    hitpoint=&#34;L svetlo&#34;;
    selection=&#34;L svetlo&#34;;
    size=0.500000;
    brightness=1.000000;
    };
    class Right
    {
    color&#91;&#93;={0.900000,0.800000,0.600000,1.0000 00};
    ambient&#91;&#93;={0.100000,0.100000,0.100000,1.00 0000};
    position=&#34;P svetlo&#34;;
    direction=&#34;konec P svetla&#34;;
    hitpoint=&#34;P svetlo&#34;;
    selection=&#34;P svetlo&#34;;
    size=0.500000;
    brightness=1.000000;
    };
    };
    class TurretBase
    {
    gunAxis = &#34;OsaHlavne&#34;;
    turretAxis = &#34;OsaVeze&#34;;

    gunBeg = &#34;usti hlavne&#34;;
    gunEnd = &#34;konec hlavne&#34;;
    soundServo&#91;&#93;={};

    minElev=-20; maxElev=+20;
    minTurn=-45; maxTurn=+45;

    body = &#34;OtocVez&#34;;
    gun = &#34;OtocHlaven&#34;;
    };
    class Turret&#58; TurretBase
    {
    soundServo&#91;&#93;={Vehicles&#92;gun_elevate,db-60,1.0};
    minElev=-1; maxElev=+1;
    minTurn=-60; maxTurn=+60;
    };

    sensitivity=0.600000;
    hiddenselections&#91;&#93;={&#34;a1&#34;,&#34;a2&# 34;};
    animated=1;

    class Animations
    {
    class driverdooranim
    {
    type=&#34;rotation&#34;;
    animPeriod=1;
    selection=&#34;driverdoor&#34;;
    axis=&#34;driverdoor_axis&#34;;
    angle0=0;
    angle1=-1.92;
    };

    class maindooranim
    {
    type=&#34;rotation&#34;;
    animPeriod=1;
    selection=&#34;maindoor&#34;;
    axis=&#34;maindoor_axis&#34;;
    angle0=0;
    angle1=rad 4;
    };
    class mainturretanim1
    {
    type=&#34;rotation&#34;;
    animPeriod=5;
    selection=&#34;a1&#34;;
    axis=&#34;back_turret_1_axis&#34;;
    angle0=0;
    angle1=rad 90;
    };
    class mainturretanim2
    {
    type=&#34;rotation&#34;;
    animPeriod=5;
    selection=&#34;tur2_anim&#34;;
    axis=&#34;back_turret_2_axis&#34;;
    angle0=0;
    angle1=rad -90;
    };
    };
    class UserActions
    {

    class open_maindoor
    {
    displayName=&#34;Open Maindoor&#34;;
    position=&#34;pos cargo&#34;;
    radius=1.000000;
    condition=&#34;this animationPhase &#34;&#34;maindooranim&#34;&#34; &#60; 0.5&#34;;
    statement=&#34;this animate &#91;&#34;&#34;maindooranim&#34;&#34;, 3&#93;&#34;;
    };

    class close_maindoor
    {
    displayName=&#34;Close Maindoor&#34;;
    position=&#34;pos cargo&#34;;
    radius=1.000000;
    condition=&#34;this animationPhase &#34;&#34;maindooranim&#34;&#34; &#62;= 0.5&#34;;
    statement=&#34;this animate &#91;&#34;&#34;maindooranim&#34;&#34;, 0&#93;&#34;;
    };
    class open_driverdoor
    {
    displayName=&#34;Open Driverdoor&#34;;
    position=&#34;pos driver&#34;;
    radius=1.000000;
    condition=&#34;this animationPhase &#34;&#34;driverdooranim&#34;&#34; &#60; 0.5&#34;;
    statement=&#34;this animate &#91;&#34;&#34;driverdooranim&#34;&#34;, 1&#93;&#34;;
    };

    class close_driverdoor
    {
    displayName=&#34;Close Driverdoor&#34;;
    position=&#34;pos driver&#34;;
    radius=1.000000;
    condition=&#34;this animationPhase &#34;&#34;driverdooranim&#34;&#34; &#62;= 0.5&#34;;
    statement=&#34;this animate &#91;&#34;&#34;driverdooranim&#34;&#34;, 0&#93;&#34;;
    };
    };
    armor=100;
    accuracy=0.80;
    fuelCapacity=100;
    model=&#34;&#92;uscm_m577&#92;M577_A1&#34;;
    type=VArmor;
    cost=100000;
    terrainCoef=0.200000;
    wheelCircumference=4.513;
    turnCoef=8.0;
    armorWheels=0.800000;
    weapons&#91;&#93;={uscm_20mm_2x};
    magazines&#91;&#93;={uscm_20mm_2x};
    soundEnviron&#91;&#93;={Vehicles&#92;OldRolling_Tr eads1,db-10,0.7};
    soundEngine&#91;&#93;={Vehicles&#92;dieseltruckloo p2,db-20,1};
    soundCrash&#91;&#93;={Vehicles&#92;crash_small2,db-10,1};
    soundGear&#91;&#93;={Vehicles&#92;Gear_Trans1,db-40,1};
    soundDammage&#91;&#93;={Objects&#92;alarm_loop1,db-40,1};
    attendant = true;
    transportAmmo = 1;
    class Eventhandlers
    {
    init=&#34;&#91;_this select 0&#93; exec {&#92;uscm_m577&#92;Scripts&#92;Init.sqs} &#34;;
    getin = &#34;&#91;_this select 0,{getin}&#93; exec {&#92;uscm_m577&#92;Scripts&#92;Keys.sqs}&#34;;
    }
    transportMaxMagazines = 100;
    transportMaxWeapons = 25;
    };

    class Man&#58; Land{};
    class Soldier&#58; Man{};
    class SoldierWB&#58; Soldier{};
    class uscm_APCfake&#58; SoldierWB
    {
    displayName=&#34;APC&#34;;
    nameSound=&#34;apc&#34;;
    model=&#34;&#92;uscm_m577&#92;apc_fake&#34;;
    vehicleClass=&#34;&#34;;
    scope=1;
    side=TWest;
    cost=100000
    sensitivity=1.25;
    accuracy=2.500000;
    armor=5;
    armorStructural=2.0;
    armorHead=0.7;
    armorBody=5.5;
    armorHands=0.5;
    armorLegs=0.5;
    weapons&#91;&#93;={};
    magazines&#91;&#93;={};
    animated=1;
    };
    class Static&#58; All {};
    class Building&#58; Static {};
    class NonStrategic&#58; Building {};
    class TargetTraining&#58; NonStrategic {};
    class TargetGrenade&#58; TargetTraining {};
    class apc_redl&#58; TargetGrenade
    {
    scope = public;
    sound=&#34;cc_dummy&#34;;
    simulation=&#34;fire&#34;;
    armor=&#34;2&#34;;
    displayName = &#34;apc_redl&#34;;
    vehicleClass = &#34;USCM - Vehicles&#34;;
    model = &#34;&#92;uscm_m577&#92;apc_redl.p3d&#34;;
    class smoke
    {
    interval=0;
    timetolive=0;
    cloudletDuration=10;
    cloudletAnimPeriod=0;
    cloudletSize=0;
    cloudletAlpha=0;
    cloudletGrowUp=0;
    cloudletFadeIn=0;
    cloudletFadeOut=0;
    cloudletAccY=0;
    cloudletMinYSpeed=0;
    cloudletMaxYSpeed=0;
    cloudletShape=koulesvetlo;
    cl_basic=0;
    cloudletColor&#91;&#93;={0,0,0,0};
    initT=0;
    deltaT=0;
    maxT=0;
    class table{};
    density=0;
    size=0;
    in=0;
    out=0;
    initYSpeed=0;
    };
    class Light
    {
    Shape=&#34;koulesvetlo&#34;;
    color&#91;&#93; = {7,0,0,0.5};
    ambient&#91;&#93; = {7,0,0,0.5};
    position = &#34;light&#34;;
    size = 0.00000001;
    brightness = 0.01;

    };
    class EventHandlers
    {
    Init=&#34;_this exec &#34;&#34;&#92;uscm_m577&#92;Scripts&#92;Lightinit .sqs&#34;&#34;;&#34;;
    };
    };
    };

    class CfgSounds
    {
    class cc_dummy
    {
    name = cc_dummy;
    sound&#91;&#93; = {&#34;&#34;, 1, 1};
    titles&#91;&#93; = {};
    };
    };[/QUOTE]

  8. #8
    The CfgModels is a bit wrong. Try:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels
    {
    class Default {};
    class Vehicle&#58; Default {};
    class Car&#58; Vehicle{};
    class M577_A1&#58; Car{
    sectionsInherit = &#34;Car&#34;;
    sections&#91;&#93;={&#34;a1&#34;,&#34;a2&#34;};
    };
    };[/QUOTE]
    If that fixes it, I&#39;ll be surprised***

  9. #9
    nope still not working....
    imgetting nuts

    btw can the raodway lod affect this behaviour?
    cuz my apc has a roadway lod inside so u can walk in it

    i know that there are probs with some memory points when
    road way is in the way

    any more ideas?

  10. #10
    Roadway lods can sometimes be a bit strange - try removing
    that LOD altogether and seeing if there&#39;s any difference.

    terrainCoef= 0.2 seems a bit low compared to the values
    in the commented configs. Try 2, 5 or 10, maybe?

    Do you have any points in the memory LOD that are a long
    way away from the (0,0,0) origin? For example, rotation axes?
    I remember Trenchfeet had a very odd problem with this on
    his P-51...

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