OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: faguss on 11 Jun 2008, 10:25:46
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Problem is that action doesn't work when I'm on vehicle. I click, disembark and then option is changed.
It works perfectly when I'm not in vehicle.
Tried to change position with "pos driver" or "actionarea". No changes.
Update: You can download that addon from my website. Stuff-->Speeder_add
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Hmmm .... your not explaining your problem very well. What is meant to happen, what is not happening?
I dont see "actionarea" in any LOD
I see no Useractions etc in the Config
Are you talking about User Actions?
Are you talking about Driver animation position ?
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>What is meant to happen,
Commit action.
>what is not happening?
Actions are not working.
>I dont see "actionarea" in any LOD
I don't understand. I'm not into modelling things.
>I see no Useractions etc in the Config
That's impossible. Everything in it's right place.
>Are you talking about User Actions?
Yes.
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Seems to me you have closed your class Speeder_add before adding your UserActions.
class Speeder_add: Motorcycle
{
......
......
class STABILI
{
type = "rotation";
animPeriod = 0.02;
selection = "autolock";
axis = "osa_autolock";
angle0 = 0;
angle1 = 1;
};
}; <-----class Speeder_add closed here
class UserActions
{
class GEAR1
......
......
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No. I'm closing class_animations using this bracket.
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aye, apologies, I was fooled by them being aligned tab-wise in the config.
Will teach me to drink whilst reading configs.
Ok, your cfgModels will be wrong anyway as it should use the modelname and not the classname.
According to your cfgVehicles section the model is called 'speeder' so cfgModels should be:
class CfgModels
{
class default {};
class Vehicle: default {};
class Car: Vehicle {};
class Speeder: Car {};
};
Another slight tweak I noticed would be carmouflage=1;, which should be camoflage=1; ... I hope
And I haven't been drinking so far today.
As for the User Animations ... do you have named selections for the animation classes in the model?
I don't have O2 available on this machine to check myself.
EDIT: OK I checked the p3d in a text editor and searched for:
lockon, autolock, osa_lockon, osa_autolock and pos driver.
All were found ok.
However why you are using pos driver is beyond me, pos driver is a point in the lods that marks the position for the driver to board the vehicle.
I really need to get my main machine up and running again ::)
Planck
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Because this is addon modification I copied config from original addon.
So in cfgModels I set
class Speeder_add: Car {};
camouflage fixed and set to 3.
>All were found ok.
I copied that from other addon.
>However why you are using pos driver
Give me a better idea. I'm not an addonmaker.
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So in cfgModels I set
class Speeder_add: Car {};
Did you also then change the name of the p3d file to Speeder_add.p3d?
and the model = line in the cfgVehicles section to:
model="\Speeder_add\Speeder_add";
The classname used in cfgModels should be the same as the p3d model name, without the p3d extension.
I'll see what I can dig up regarding the User Actions bit, I have to keep reminding myself this is for OFP and not ArmA. :whistle:
EDIT:, well I can't really do much more here till I get my main machine and O2 working again, hopefully someone else can help you further!
Planck
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I seem to have found a different download off your page, where is your current version ?
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>should be the same
But don't have to. Anyway I renamed that file to indicate difference from the original p3d.
>where is your current version ?
Is this really so complicated?
(http://www.euro-net.pl/~faguss/img/untitled.PNG)
UPDATE: actions are working irregularly so I treat is as not working.
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Is this really so complicated?
...... you were asking for help. Stay civil
Looking at your model;
(1) In action definition GEAR1 and GEAR2 you are trying to trigger animation "GEAR"
First problem is that the Access Point ("pos driver") does not exist in the "VIEW - PILOT" LOD, therefore you may not get the action available to the pilot
Add another named point in the PILOT-VIEW and Memory right beside where the pilots head would be, name it, and then use that name in "position="xxxxxxxx";"
(2) Same problem as (1), except for this time with action definition STABILION and STABILIOFF
Also I note animation definition dont actually do anything on the model, they simply act as "On-Off" switches for some scripts.
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>Add another named point...
I copied points from the other addon. Placed them and changed "position".
No changes.
>does not exist
"Pilot" and "pos driver" exists. I copied them to memory and then changed position value to "pos driver" and "pilot".
No changes.
>dont actually do anything
As topic name.
Newest:
http://www.euro-net.pl/~faguss/files/speeder_add.rar
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Ok, this is getting harder.
In UserActions try deleting the "alive this &&" and "&& getpos this select 2<2"
and whereever you have "==0" change to "< 0.1"
Just to be sure no other conditions are interfering
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No change.
I have a question. Have you ever launched that addon ?
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If by launched you mean "run in OFP", the answer is no.
Lets get a summary again please.
- It works (you can get Action menu items) with a player standing beside the speeder, yes?
- But you DONT get Action menu items when the player is the Driver of the unit, correct?
Not making sence this poblem
- Resort to removing all Conditions for testing and say;
condition = "this animationphase ""STABILI"" > 0.1";
and similar (< 0.9 etc) for all other Actions. (drop the != and ==)
- Increase the RADIUS to 20
- make sure there is at least 1 named point in EVERY LOD called "attack" about near the driver.
If it STILL doesn't work ..................... stuffed if I know.
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Solved by Pulverizer.
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What was the problem?
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He said that animations are "too unpredictable & buggy", replaced it with variables and made scripts launch locally.
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"too unpredictable & buggy".
hmmmm .... odd statement. Worked for hundreds of addons, including my own.
Just another thought (as to why yours is different to 100's others) if you wanted to persist.
Instead of animating just a couple of points in the LOD, place a tiny cube inside of the main body and animate that. Maybe it doesn't like animating just points, maybe it needs faces.
If the axis is beside the cude then no one will ever see it.