GAH! FINALLY! It's now working to a point where I can tweak it to get it all perfect. Thanks for the help Gnat I greatly appreciate it.
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Next challenge... getting the attachto to recognize the Memory LOD points I have defined. In each of the three models I created a single point and named them "pos aft" "pos mid" "pos bow" as appropriate. In the config file I believe I called them out as a "position". When I load the model in game they ignore the memory point.
Here is a snippet of what I tried in the config. Is this correct?:
class LPD_SEC_BOW : NonStrategic { // inheriter to : inherit from
scope = 1; //2: Visible in the editor | 1: Not visible in the editor | 0: Not visible, can't be used for inheritance
accuracy = 1; // never recognize
vehicleClass ="MEU_LPD"; // same as CfgVehicleClasses
displayName ="LPD-17 Bow Section"; // name of the object
destrType = DestructNo;
model = "\MEU_LPD\LPD_SEC_BOW.p3d"; //path to the binarized model
armor = 500;// strength of wall also effected by weight amount in geo lod
position = "pos bow";
};
The other problem I am having is when I attach a CRRC to my ship in the same way the RHIB is attached to the FSF the CRRC bounces up and down in place... even if its floating in the middle of empty space. Thoughts?
dock code (modified from Gnat's dock script of the FSF):
//if (!isServer) exitWith {};
private["_aft","_CRRC1"];
_aft = _this select 0;
_CRRC1 = "Zodiac" createvehicle[0,0,0];
_CRRC1 attachto [_aft,[0,0,0]];
_CRRC1 setDir (direction _aft)0;
I noticed you had a series of code after the above referencing animations... I assumed this was to keep the RHIB in place while the FSF was in motion. Since my ship doesn't move I just removed the code. Maybe that was a mistake?
This was Gnat's original code:
//----------------------------------------
//script by Gnat
//----------------------------------------
// if you use it, credit me as appropraite
//----------------------------------------
//if (!isServer) exitWith {};
private["_ship","_boat"];
_ship = _this select 0;
_boat = "RHIB" createvehicle[0,0,0];
_boat attachto [_ship,[-3,-20.5,-2]];
_ship animate ["ZL1",1];
sleep 2;
while {(alive _boat) and (alive _ship) and (_ship animationPhase "ZL1" == 1)} do {};
detach _boat;