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Thread: tank config problem

  1. #1
    hey this little thing has kept me busy for a few hours now.

    2 problems:
    1.i get 5 crew men. the fifth is in the same place as the commander(exactly the same place,and he is in command)
    2.the loader wont turn with the gun(only the up/down is available)

    if you can spot the problem please let me know
    thanks in advance.

    config
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons
    {
    class Tank; //Define base class.
    class tank_mk3Bones&#58; Tank
    {
    isDiscrete=1;
    skeletonInherit = &#34;&#34;; //Inherit all bones from class Car.
    skeletonBones&#91;&#93;=
    {
    &#34;levy predni&#34;,&#34;&#34;,
    &#34;levy dalsi&#34;,&#34;&#34;,
    &#34;levy prostredni&#34;,&#34;&#34;,
    &#34;levy zadni&#34;,&#34;&#34;,
    &#34;pravy predni&#34;,&#34;&#34;,
    &#34;pravy dalsi&#34;,&#34;&#34;,
    &#34;pravy prostredni&#34;,&#34;&#34;,
    &#34;pravy zadni&#34;,&#34;&#34;,
    &#34;damageHide&#34;,&#34;&#34;,

    &#34;OtocVez&#34;,&#34;&#34;,
    &#34;OtocHlaven&#34;,&#34;OtocVez&#34;,

    &#34;otocvelitele&#34;,&#34;OtocVez&#34;,
    &#34;otochlavenvelitele&#34;, &#34;otocvelitele&#34;,

    &#34;otocvelitele2&#34;,&#34;OtocVez&#34;,
    &#34;otochlavenvelitele2&#34;, &#34;otocvelitele2&#34;,

    &#34;damageVez&#34;,&#34;OtocVez&#34;,


    &#34;Poklop_Gunner&#34;,&#34;OtocVez&#34;,
    &#34;Poklop_Commander&#34;,&#34;OtocVez&#34;,
    &#34;poklop_Driver&#34;,&#34;&#34;,

    &#34;kolol1&#34;,&#34;&#34;,
    &#34;kolol2&#34;,&#34;&#34;,
    &#34;kolol3&#34;,&#34;&#34;,
    &#34;kolol4&#34;,&#34;&#34;,
    &#34;kolol5&#34;,&#34;&#34;,
    &#34;kolol6&#34;,&#34;&#34;,
    &#34;kolol7&#34;,&#34;&#34;,
    &#34;kolol8&#34;,&#34;&#34;,
    &#34;kolol9&#34;,&#34;&#34;,
    &#34;koll1&#34;,&#34;&#34;,
    &#34;koll2&#34;,&#34;&#34;,
    &#34;kolop1&#34;,&#34;&#34;,
    &#34;kolop2&#34;,&#34;&#34;,
    &#34;kolop3&#34;,&#34;&#34;,
    &#34;kolop4&#34;,&#34;&#34;,
    &#34;kolop5&#34;,&#34;&#34;,
    &#34;kolop6&#34;,&#34;&#34;,
    &#34;kolop7&#34;,&#34;&#34;,
    &#34;kolop8&#34;,&#34;&#34;,
    &#34;kolop9&#34;,&#34;&#34;,
    &#34;kolp1&#34;,&#34;&#34;,
    &#34;kolp2&#34;,&#34;&#34;

    };
    };
    };
    class CfgModels
    {
    class Tank; //Declare base class.
    class tank_mk3&#58; TANK
    {
    sectionsInherit = &#34;&#34;;
    sections&#91;&#93; ={&#34;name&#34;,&#34;gedud&#34;,&#34;zasleh&#34;, &#34;pas_P&#34;,&#34;koll1&#34;,&#34;koll2&#34;,&# 34;kolp1&#34;,&#34;kolp2&#34;,&#34;koloL1&#34;,&#3 4;koloL2&#34;,&#34;koloL3&#34;,&#34;koloL4&#34;,&# 34;koloL5&#34;,&#34;koloL6&#34;,&#34;kolP1&#34;,&# 34;koloP1&#34;,&#34;koloP2&#34;,&#34;koloP3&#34;,& #34;koloP4&#34;,&#34;koloP5&#34;,&#34;koloP6&#34;, &#34;pravy zadni&#34;,&#34;pasanimL&#34;,&#34;pasanimP&#34;,& #34;levy zadni&#34;,&#34;L svetlo&#34;, &#34;P svetlo&#34;, &#34;HatchCommander&#34;,&#34;HatchGunner&#34;, &#34;HatchDriver&#34;, &#34;damageHide&#34;, &#34;damageVez&#34; };
    skeletonName = &#34;tank_mk3Bones&#34;;
    class Animations
    {
    class OtocVez
    {
    type = &#34;rotationY&#34;;
    source = &#34;mainTurret&#34;;
    selection = &#34;OtocVez&#34;;
    axis = &#34;OsaVeze&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlaven
    {
    type = &#34;rotationX&#34;;
    source = &#34;mainGun&#34;;
    selection = &#34;OtocHlaven&#34;;
    axis = &#34;OsaHlavne&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -35&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -35&#34;;
    angle1 = &#34;rad 50&#34;;
    };

    class otocvelitele
    {
    type = &#34;rotationY&#34;;
    source = &#34;obsTurret&#34;;
    selection = &#34;otocvelitele&#34;;
    axis = &#34;osavelitele&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlavenvelitele
    {
    type = &#34;rotationX&#34;;
    source = &#34;obsGun&#34;;
    selection = &#34;otochlavenvelitele&#34;;
    axis = &#34;osahlavnevelitele&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -20&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -20&#34;;
    angle1 = &#34;rad 50&#34;;
    };
    class otocvelitele2
    {
    type = &#34;rotationY&#34;;
    source = &#34;obsTurret2&#34;;
    selection = &#34;otocvelitele2&#34;;
    axis = &#34;osavelitele2&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlavenvelitele2
    {
    type = &#34;rotationX&#34;;
    source = &#34;obsGun2&#34;;
    selection = &#34;otochlavenvelitele2&#34;;
    axis = &#34;osahlavnevelitele2&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -20&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -20&#34;;
    angle1 = &#34;rad 50&#34;;
    };

    class HatchGunner
    {
    type = &#34;rotationX&#34;;
    source = &#34;HatchGunner&#34;;
    selection=&#34;poklop_gunner&#34;;
    axis=&#34;osa_poklop_gunner&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad 140;
    };

    class HatchDriver
    {
    type = &#34;rotationY&#34;;
    source = &#34;HatchDriver&#34;;
    selection=&#34;poklop_driver&#34;;
    axis=&#34;osa_poklop_driver&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad -107;
    };
    class HatchCommander
    {
    type = &#34;rotationy&#34;;
    source = &#34;HatchCommander&#34;;
    selection=&#34;poklop_commander&#34;;
    axis=&#34;osa_poklop_commander&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad 120;
    };


    class damageHide
    {
    type=&#34;hide&#34;;
    source=&#34;damage&#34;;
    selection=&#34;damageHide&#34;;
    };


    class damageVez
    {
    type=&#34;hide&#34;;
    source=&#34;damage&#34;;
    selection=&#34;damageVez&#34;;
    };



    class tank_mk3koloL1
    {
    type = &#34;rotationX&#34;;
    source = &#34;wheelL&#34;;
    selection = &#34;kolol1&#34;;
    axis = &#34;&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };
    class tank_mk3koloL2 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol2&#34;;
    };
    class tank_mk3koloL3 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol3&#34;;
    };
    class tank_mk3koloL4 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol4&#34;;
    };
    class tank_mk3koloL5 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol5&#34;;
    };
    class tank_mk3koloL6 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol6&#34;;
    };
    class tank_mk3koloL7 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol7&#34;;
    };
    class tank_mk3koloL8 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol8&#34;;
    };
    class tank_mk3koloL9 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol9&#34;;
    };
    class tank_mk3koll1 &#58; tank_mk3koloL1
    {
    selection = &#34;koll1&#34;;
    };
    class tank_mk3koll2 &#58; tank_mk3koloL1
    {
    selection = &#34;koll2&#34;;
    };

    class tank_mk3kolop1
    {
    type = &#34;rotationX&#34;;
    source = &#34;wheelr&#34;;
    selection = &#34;kolop1&#34;;
    axis = &#34;&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };
    class tank_mk3kolop2 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop2&#34;;
    };
    class tank_mk3kolop3 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop3&#34;;
    };
    class tank_mk3kolop4 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop4&#34;;
    };
    class tank_mk3kolop5 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop5&#34;;
    };
    class tank_mk3kolop6 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop6&#34;;
    };
    class tank_mk3kolop7 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop7&#34;;
    };
    class tank_mk3kolop8 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop8&#34;;
    };
    class tank_mk3kolop9 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop9&#34;;
    };
    class tank_mk3kolp1 &#58;tank_mk3kolop1
    {
    selection = &#34;kolp1&#34;;
    };
    class tank_mk3kolp2 &#58; tank_mk3kolop1
    {
    selection = &#34;kolp2&#34;;
    };


    class tank_mk3DrivingWheel
    {
    type = &#34;rotationZ&#34;;
    source = &#34;drivingWheel&#34;;
    selection = &#34;volant&#34;;
    axis = &#34;osavolantkon&#34;;
    memory = true;
    sourceAddress = &#34;mirror&#34;;
    minValue = -1;
    maxValue = 1;
    angle0 = &#34;rad -35&#34;;
    angle1 = &#34;rad 35&#34;;
    };
    };
    };

    };
    class CfgVehicles {
    class Land; // External class reference

    class LandVehicle &#58; Land {
    class NewTurret; // External class reference
    class ViewOptics; // External class reference
    };

    class Tank &#58; LandVehicle {

    weapons&#91;&#93; = {};
    magazines&#91;&#93; = {};

    class Turrets {
    class MainTurret &#58; NewTurret {


    class Turrets {
    class CommanderOptics &#58; NewTurret {

    };
    };
    };
    };

    class ViewOptics &#58; ViewOptics {

    };
    };

    class tank_mk3&#58;Tank
    {

    displayName = &#34; tank mk3&#34;;
    model = &#34;&#92;tank_mk3&#92;tank_mk3.p3d&#34;;
    selectionLeftOffset = &#34;pasanimL&#34;;
    selectionRightOffset = &#34;pasanimP&#34;;
    scope= 2;
    side = 1;
    crew = &#34;sfc_soilder&#34;;
    typicalCargo&#91;&#93; = {&#34;sfc_soilder&#34;, &#34;sfc_soilder&#34;, &#34;sfc_soilder&#34;};
    accuracy = 0.7;
    mapSize= 11;
    armor= 1300;
    maxSpeed= 70;
    hiddenSelections&#91;&#93; = {};
    transportSoldier = false;
    class TransportMagazines {};
    transportAmmo = 0;
    supplyRadius = 1.7;
    canFloat = 0;
    threat&#91;&#93; = {0.8, 0.7, 0.2};
    cost = 3000000;


    class Exhausts {
    class Exhaust1 {
    position = &#34;vyfuk start&#34;;
    direction = &#34;vyfuk konec&#34;;
    effect = &#34;ExhaustsEffectBig&#34;;
    };
    };




    soundGetIn&#91;&#93; = {&#34;&#92;ca&#92;Tracked&#92;Data&#92;Sound&#92;m etal_door2&#34;, 0.01, 1};
    soundGetOut&#91;&#93; = {&#34;&#92;ca&#92;Tracked&#92;Data&#92;Sound&#92;m etal_door2&#34;, 0.00316228, 1};
    soundEnviron&#91;&#93; = {&#34;&#92;ca&#92;Tracked&#92;Data&#92;Sound&#92;M 1A2_track_v2&#34;, 5.01187, 1};
    soundEngine&#91;&#93; = {&#34;&#92;ca&#92;Tracked&#92;Data&#92;Sound&#92;B rdm_engine_3&#34;, 7.94328, 0.9};
    insideSoundCoef = 0.2;
    driverAction = &#34;Abrams_DriverOut&#34;;
    driverInAction = &#34;Abrams_Driver&#34;;
    animationSourceHatch = &#34;hatchDriver&#34;;
    memoryPointTrack1L = &#34;Stopa ll&#34;;
    memoryPointTrack1R = &#34;Stopa lr&#34;;
    memoryPointTrack2L = &#34;Stopa rl&#34;;
    memoryPointTrack2R = &#34;Stopa rr&#34;;
    driverForceOptics = 1;
    memoryPointDriverOutOptics = &#34;driver_outview&#34;;


    class Library
    {
    libTextDesc=&#34;T.&#34;
    };

    class Turrets &#58; Turrets {
    class MainTurret &#58; MainTurret {
    gunnerAction = &#34;Abrams_Gunner&#34;;
    gunnerInAction = &#34;Abrams_Gunner&#34;;
    weapons&#91;&#93; = {};
    body = &#34;otocvez&#34;;
    gun = &#34;otochlaven&#34;;
    primaryGunner=1;
    hasGunner = 1;
    soundServo&#91;&#93; = {&#34;&#92;ca&#92;Weapons&#92;Data&#92;Sound&#92;g un_elevate&#34;, 0.00316228, 1.0};
    magazines&#91;&#93; = {};
    forceHideGunner = 1;
    GunnerForceOptics = 1;
    gunnerOpticsModel = &#34;&#92;ca&#92;Tracked&#92;optika_tank_gunner&#3 4;;
    minElev = -9;
    maxElev = 20;
    initElev = 0;


    class ViewOptics {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    initFov = 0.166;
    minFov = 0.025;
    maxFov = 0.333;
    };

    class Turrets &#58; Turrets {
    class CommanderOptics &#58; CommanderOptics {
    gunBeg = &#34;gun_muzzle&#34;;
    gunEnd = &#34;gun_chamber&#34;;
    body = &#34;otocvelitele&#34;;
    gun = &#34;otochlavenvelitele&#34;;
    GunnerForceOptics = 1;
    minElev = -25;
    maxElev = 60;
    initElev = 0;
    proxyType=&#34;CPCommander&#34;;
    proxyIndex=1;
    minTurn = -95;
    maxTurn = 10;
    initTurn = 0;
    weapons&#91;&#93; = {};
    magazines&#91;&#93; = {};
    outGunnerMayFire = 1;
    inGunnerMayFire = 0;
    gunnerAction = &#34;T72_CommanderOUT&#34;;
    gunnerInAction = &#34;T72_CommanderOUT&#34;;
    gunnerOpticsModel = &#34;&#92;ca&#92;weapons&#92;optika_empty&#34;;
    class ViewOptics {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    initFov = 0.8;
    minFov = 0.8;
    maxFov = 0.8;
    };
    };
    };
    class loaderTurret &#58; MainTurret {
    gunBeg = &#34;gun_muzzle2&#34;;
    gunEnd = &#34;gun_chamber2&#34;;
    body = &#34;otocvelitele2&#34;;
    gun = &#34;otochlavenvelitele2&#34;;
    animationSourceBody=&#34;obsTurret2&#34;;
    animationSourceGun=&#34;obsGun2&#34;;
    animationSourceHatch = &#34;hatchGunner&#34;;
    forceHideGunner = 0;
    GunnerForceOptics = 0;
    proxyType=&#34;CPGunner&#34;;
    proxyIndex=2;
    minElev = -25;
    maxElev = 60;
    initElev = 0;
    hasGunner = 1;
    minTurn = 95;
    maxTurn = 10;
    initTurn = 0;
    weapons&#91;&#93; = {};
    magazines&#91;&#93; = {};
    outGunnerMayFire = 1;
    inGunnerMayFire = 0;
    gunnerAction = &#34;T72_CommanderOUT&#34;;
    gunnerInAction = &#34;T72_CommanderOUT&#34;;
    gunnerOpticsModel = &#34;&#92;ca&#92;weapons&#92;optika_empty&#34;;
    class ViewOptics {
    initAngleX = 0;
    minAngleX = -30;
    maxAngleX = 30;
    initAngleY = 0;
    minAngleY = -100;
    maxAngleY = 100;
    initFov = 0.8;
    minFov = 0.8;
    maxFov = 0.8;
    };
    };

    };

    };
    [/QUOTE]

    cfg skeleton
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons
    {
    class Tank; //Define base class.
    class tank_mk3Bones&#58; Tank
    {
    isDiscrete=1;
    skeletonInherit = &#34;&#34;; //Inherit all bones from class Car.
    skeletonBones&#91;&#93;=
    {
    &#34;levy predni&#34;,&#34;&#34;,
    &#34;levy dalsi&#34;,&#34;&#34;,
    &#34;levy prostredni&#34;,&#34;&#34;,
    &#34;levy zadni&#34;,&#34;&#34;,
    &#34;pravy predni&#34;,&#34;&#34;,
    &#34;pravy dalsi&#34;,&#34;&#34;,
    &#34;pravy prostredni&#34;,&#34;&#34;,
    &#34;pravy zadni&#34;,&#34;&#34;,
    &#34;damageHide&#34;,&#34;&#34;,

    &#34;OtocVez&#34;,&#34;&#34;,
    &#34;OtocHlaven&#34;,&#34;OtocVez&#34;,

    &#34;otocvelitele&#34;,&#34;OtocVez&#34;,
    &#34;otochlavenvelitele&#34;, &#34;otocvelitele&#34;,

    &#34;otocvelitele2&#34;,&#34;OtocVez&#34;,
    &#34;otochlavenvelitele2&#34;, &#34;otocvelitele2&#34;,

    &#34;damageVez&#34;,&#34;OtocVez&#34;,


    &#34;Poklop_Gunner&#34;,&#34;OtocVez&#34;,
    &#34;Poklop_Commander&#34;,&#34;OtocVez&#34;,
    &#34;poklop_Driver&#34;,&#34;&#34;,

    &#34;kolol1&#34;,&#34;&#34;,
    &#34;kolol2&#34;,&#34;&#34;,
    &#34;kolol3&#34;,&#34;&#34;,
    &#34;kolol4&#34;,&#34;&#34;,
    &#34;kolol5&#34;,&#34;&#34;,
    &#34;kolol6&#34;,&#34;&#34;,
    &#34;kolol7&#34;,&#34;&#34;,
    &#34;kolol8&#34;,&#34;&#34;,
    &#34;kolol9&#34;,&#34;&#34;,
    &#34;koll1&#34;,&#34;&#34;,
    &#34;koll2&#34;,&#34;&#34;,
    &#34;kolop1&#34;,&#34;&#34;,
    &#34;kolop2&#34;,&#34;&#34;,
    &#34;kolop3&#34;,&#34;&#34;,
    &#34;kolop4&#34;,&#34;&#34;,
    &#34;kolop5&#34;,&#34;&#34;,
    &#34;kolop6&#34;,&#34;&#34;,
    &#34;kolop7&#34;,&#34;&#34;,
    &#34;kolop8&#34;,&#34;&#34;,
    &#34;kolop9&#34;,&#34;&#34;,
    &#34;kolp1&#34;,&#34;&#34;,
    &#34;kolp2&#34;,&#34;&#34;

    };
    };
    };
    class CfgModels
    {
    class Tank; //Declare base class.
    class tank_mk3&#58; TANK
    {
    sectionsInherit = &#34;&#34;;
    sections&#91;&#93; ={&#34;name&#34;,&#34;gedud&#34;,&#34;zasleh&#34;, &#34;pas_P&#34;,&#34;koll1&#34;,&#34;koll2&#34;,&# 34;kolp1&#34;,&#34;kolp2&#34;,&#34;koloL1&#34;,&#3 4;koloL2&#34;,&#34;koloL3&#34;,&#34;koloL4&#34;,&# 34;koloL5&#34;,&#34;koloL6&#34;,&#34;kolP1&#34;,&# 34;koloP1&#34;,&#34;koloP2&#34;,&#34;koloP3&#34;,& #34;koloP4&#34;,&#34;koloP5&#34;,&#34;koloP6&#34;, &#34;pravy zadni&#34;,&#34;pasanimL&#34;,&#34;pasanimP&#34;,& #34;levy zadni&#34;,&#34;L svetlo&#34;, &#34;P svetlo&#34;, &#34;HatchCommander&#34;,&#34;HatchGunner&#34;, &#34;HatchDriver&#34;, &#34;damageHide&#34;, &#34;damageVez&#34; };
    skeletonName = &#34;tank_mk3Bones&#34;;
    class Animations
    {
    class OtocVez
    {
    type = &#34;rotationY&#34;;
    source = &#34;mainTurret&#34;;
    selection = &#34;OtocVez&#34;;
    axis = &#34;OsaVeze&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlaven
    {
    type = &#34;rotationX&#34;;
    source = &#34;mainGun&#34;;
    selection = &#34;OtocHlaven&#34;;
    axis = &#34;OsaHlavne&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -35&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -35&#34;;
    angle1 = &#34;rad 50&#34;;
    };

    class otocvelitele
    {
    type = &#34;rotationY&#34;;
    source = &#34;obsTurret&#34;;
    selection = &#34;otocvelitele&#34;;
    axis = &#34;osavelitele&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlavenvelitele
    {
    type = &#34;rotationX&#34;;
    source = &#34;obsGun&#34;;
    selection = &#34;otochlavenvelitele&#34;;
    axis = &#34;osahlavnevelitele&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -20&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -20&#34;;
    angle1 = &#34;rad 50&#34;;
    };
    class otocvelitele2
    {
    type = &#34;rotationY&#34;;
    source = &#34;obsTurret2&#34;;
    selection = &#34;otocvelitele2&#34;;
    axis = &#34;osavelitele2&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = rad -360;
    maxValue = rad +360;
    angle0 = rad -360;
    angle1 = &#34;rad 360&#34;;
    };


    class otochlavenvelitele2
    {
    type = &#34;rotationX&#34;;
    source = &#34;obsGun2&#34;;
    selection = &#34;otochlavenvelitele2&#34;;
    axis = &#34;osahlavnevelitele2&#34;;
    memory = true;
    sourceAddress = &#34;clamp&#34;;
    minValue = &#34;rad -20&#34;;
    maxValue = &#34;rad 50&#34;;
    angle0 = &#34;rad -20&#34;;
    angle1 = &#34;rad 50&#34;;
    };

    class HatchGunner
    {
    type = &#34;rotationX&#34;;
    source = &#34;HatchGunner&#34;;
    selection=&#34;poklop_gunner&#34;;
    axis=&#34;osa_poklop_gunner&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad 140;
    };

    class HatchDriver
    {
    type = &#34;rotationY&#34;;
    source = &#34;HatchDriver&#34;;
    selection=&#34;poklop_driver&#34;;
    axis=&#34;osa_poklop_driver&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad -107;
    };
    class HatchCommander
    {
    type = &#34;rotationy&#34;;
    source = &#34;HatchCommander&#34;;
    selection=&#34;poklop_commander&#34;;
    axis=&#34;osa_poklop_commander&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1= rad 120;
    };


    class damageHide
    {
    type=&#34;hide&#34;;
    source=&#34;damage&#34;;
    selection=&#34;damageHide&#34;;
    };


    class damageVez
    {
    type=&#34;hide&#34;;
    source=&#34;damage&#34;;
    selection=&#34;damageVez&#34;;
    };



    class tank_mk3koloL1
    {
    type = &#34;rotationX&#34;;
    source = &#34;wheelL&#34;;
    selection = &#34;kolol1&#34;;
    axis = &#34;&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };
    class tank_mk3koloL2 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol2&#34;;
    };
    class tank_mk3koloL3 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol3&#34;;
    };
    class tank_mk3koloL4 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol4&#34;;
    };
    class tank_mk3koloL5 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol5&#34;;
    };
    class tank_mk3koloL6 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol6&#34;;
    };
    class tank_mk3koloL7 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol7&#34;;
    };
    class tank_mk3koloL8 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol8&#34;;
    };
    class tank_mk3koloL9 &#58; tank_mk3koloL1
    {
    selection = &#34;kolol9&#34;;
    };
    class tank_mk3koll1 &#58; tank_mk3koloL1
    {
    selection = &#34;koll1&#34;;
    };
    class tank_mk3koll2 &#58; tank_mk3koloL1
    {
    selection = &#34;koll2&#34;;
    };

    class tank_mk3kolop1
    {
    type = &#34;rotationX&#34;;
    source = &#34;wheelr&#34;;
    selection = &#34;kolop1&#34;;
    axis = &#34;&#34;;
    memory = true;
    sourceAddress = &#34;loop&#34;;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = &#34;rad -360&#34;;
    };
    class tank_mk3kolop2 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop2&#34;;
    };
    class tank_mk3kolop3 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop3&#34;;
    };
    class tank_mk3kolop4 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop4&#34;;
    };
    class tank_mk3kolop5 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop5&#34;;
    };
    class tank_mk3kolop6 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop6&#34;;
    };
    class tank_mk3kolop7 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop7&#34;;
    };
    class tank_mk3kolop8 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop8&#34;;
    };
    class tank_mk3kolop9 &#58; tank_mk3kolop1
    {
    selection = &#34;kolop9&#34;;
    };
    class tank_mk3kolp1 &#58;tank_mk3kolop1
    {
    selection = &#34;kolp1&#34;;
    };
    class tank_mk3kolp2 &#58; tank_mk3kolop1
    {
    selection = &#34;kolp2&#34;;
    };


    class tank_mk3DrivingWheel
    {
    type = &#34;rotationZ&#34;;
    source = &#34;drivingWheel&#34;;
    selection = &#34;volant&#34;;
    axis = &#34;osavolantkon&#34;;
    memory = true;
    sourceAddress = &#34;mirror&#34;;
    minValue = -1;
    maxValue = 1;
    angle0 = &#34;rad -35&#34;;
    angle1 = &#34;rad 35&#34;;
    };
    };
    };

    };[/QUOTE]

  2. #2
    I&#39;ve got the same problem with the commander, in external view. When he turns in, it&#39;s impossible tho move the sight/viewing device. When he turns out, it&#39;s impossible to move the head left or right, but up and down only *** ***I&#39;d be very interrested in your solution if you managed to solve your problem ***




  3. #3
    Problem 1: You have inherrited the loaderturret by use of the mainturret base class. This includes the mainturret&#39;s CommanderOptics, too (the 5&#39;th position). I hope that you can remove this position by this:
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    class loaderTurret &#58; MainTurret {
    class Turrets { };
    ...
    [/QUOTE]

    The second problem may be in the model. Check, if the otocvelitele2 objecs are included in the OtocVez (view LOD&#39;s and memory LOD&#39;s).

    @schroeder: Your problem seems to be related to a missing weapon for your commander. Same issue with the BMP-2 when in 3&#39;rd view. We solved this by assigning a gun without a magazine to the commanders turret in the config, but it might also fix it, when you assign "FakeWeapon" as weapon and magazine, but I have not tested this yet.

  4. #4
    modEmMaik, thank you for your very interesting advice. I used &#39;FakeWeapon&#39; in the config and it does work (as well as using M2 or any other gun without mag). However, the external view obtained is not the kind I&#39;m looking for (the result is an external view from the front of the turret, above the main gun, and it&#39;s impossible to move or look around). I don&#39;t know why and I can&#39;t have a look to the p3d model &#39;cause it&#39;s a binarized one. Could you tell me what addon your are refering to (bmp-2) in your answer so that I can "study" (I&#39;m a true newbee) the config file? Thanks again for your help ***




  5. #5
    Your solution should work perfectly, I noticed it is used succussfully by Dominik H. for his nice leopard2a5 and Leopard2a6 (vxtracked.pbo) and who gave you big credit for helping him making a proper config for these tanks. I wish I could use Vilas&#39; leopard2a4 with the same feature...




  6. #6
    Simply ask vilas for an unbinarized version to fix this.

    Alternatively, the BI&#39;s BMP2 has the same problem. Is this the same behavior? Unable to look around in 3&#39;rd?

  7. #7
    Yes, I sent an email to Vilas yesterday, hoping he may correct this if he finds time to do so (he seems to have a lot of work creating so many great addons) because I&#39;m not sure he&#39;ll want to give his MLOD models to others.

    Yes, it&#39;s exactly the same problem/behaviour as BI&#39;s BMP2: unable to look around in 3rd view. I read vxtracked.pbo config and noticed that using M2 without mag for the commander was an efficient solution. Does it work in multiplayer as well?

  8. #8
    I have tried to check vilas polish 2A4. To be honest: I failed ***

    We tried to include a complete definition for a turret&#39;s gun (including gunbeg, gunerviews etc.) in the 2A5/6. The 2A4 commander optic config shows only commanderview a a point in the memory LOD. So there is more to do than just a config modification.

    An alternative solution should be included in Mateck&#39;s M1A1 HA.

    BI&#39;s BMP2 lacks a weapon for the commander to look around. Everything else is defined, so there is a good chance to enable 3&#39;rd when adding a weapon, but there might be more issues. ***

    All I can say is that a commander&#39;s view works in 3&#39;rd when all elements are included in the model and config. In MP, too.

  9. #9
    Thanks again for your help. Vilas just answered my request today and wrote "if you know how to fix it, i can update my tanks and release update and paste in readme that you fixed config i am glad if someone helps in configs, as i am not informatician, i am modeler " (quote).

    This is an opportunity. Do you allow me to report our postings about this to Vilas, and maybe provide a part of config that allow to make it run properly? According to your replies, I think we need the MLOD of the Leo, don&#39;t we?




  10. #10
    Quote Originally Posted by (schroeder @ Jan. 12 2009,13:38)
    Do you allow me to report our postings about this to Vilas, and maybe provide a part of config that allow to make it run properly? According to your replies, I think we need the MLOD of the Leo, don&#39;t we?
    Vilas loader turret config seems OK, you just have to set up the commander&#39;s turret the same way and add a FakeWeapon or a weapon without a magazine. That should do it.

    The tricky thing is to place the correct elements into the memory LOD. Best is to use 2 O2&#39;s in parallel and copy / rename / paste the commanderview, because ist is already included in the correct section.

    I would suggest to check BI&#39;s sample models for a complete turret defintion (config + model).

    But be warned: Tank models can be a real beast, when it comes to debugging. ***

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