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Thread: Proxy Problem

  1. #1

    Proxy Problem

    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
    Code:
    #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)
    Code:
    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
    Code:
    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 ??
    CBF Ship Building Industry
    Former leader of the now closed 1982: Flashpoint in the Falklands team
    Permissions still required to use FLK models, all it takes is asking (via pm not a thread please)

  2. #2
    Surely we have someone around who knows more than me that can help ??

  3. #3
    Does the rpt says something like proxy not found?

  4. #4
    Master Gunnery Sergeant
    Join Date
    Jan 7 2002
    Location
    New Zealand
    Posts
    1,090
    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
    Last edited by Colonel_Klink; Jul 28 2009 at 21:20.
    Home of "Colour Blind" an animated 3D indie film production

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  5. #5
    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

  6. #6
    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.

  7. #7
    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...

  8. #8
    Try it without the CfgNonVehicle class.

  9. #9
    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:

    Code:
    class ProxyFern01
    Would look like this in O2:

    Code:
    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?
    Last edited by UNN; Aug 2 2009 at 10:57.

  10. #10
    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

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