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Author Topic: Add very very basic 360° Camera to MH6  (Read 1261 times)

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Offline AA_Chriss

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Add very very basic 360° Camera to MH6
« on: 10 Jul 2008, 17:49:26 »
Hi, can someone explain me how it is possible to add a 360 camera to the MH6 chopper? So someone can get in as "gunner" and has then something like the cobras gunturret, but with 360° turnable.
I dont want to do any model changes, so is this possible just by the config?

Regards, AA_Chriss

Offline Gnat

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Re: Add very very basic 360° Camera to MH6
« Reply #1 on: 11 Jul 2008, 12:10:12 »
Certainly possible through config only ONLY if you add a couple of points to the model (because the MH6 doesnt have turret bits defined, unlike say the cobra).
For such a system WITHOUT changing the model (of a MH6) you would need to use a bunch of scripts.
Some already exist in some near form or another, example is the UAV system by EMSI on the BIS forums.

Offline AA_Chriss

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Re: Add very very basic 360° Camera to MH6
« Reply #2 on: 11 Jul 2008, 12:16:11 »
Hmm and when i define such points with O2, is this hard or complicated?
Or what do you think is the best way/method i should using?

Offline Gnat

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Re: Add very very basic 360° Camera to MH6
« Reply #3 on: 11 Jul 2008, 12:39:36 »
Still my #1 Tip, open working examples and learn and in many cases copy.
One Example;
In the BIS sample files is the AH1Z.p3d file

In the MEMORY LOD you will see these points all near the sensor ball;
- gunnerview
- sensors
- sensors_axis
- sensors_turret
- sensors_turret_axis

Copy these into the MH6

In the model.cfg file in the BIS samples, look and use anything with "sensor" in the wording.
Copy and adjust to your new MH6 model.cfg (CfgSkeletons and CfgModels)
(You'll need to copy the MainGun parameters into your sensor def. also, cuz Sesor is mostly a copy of it)

Then in the config.cpp file in the BIS samples, look and use the Turret definition used for the AH1.

Similar you can use from many choppers with turrets.
 

Offline AA_Chriss

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Re: Add very very basic 360° Camera to MH6
« Reply #4 on: 11 Jul 2008, 13:10:16 »
Hi Gnat, thanks for your reply.... that sounds very complicated to me, and i never used O2 before... is it hard to do that?
And model.cfg, isn't these skeleton info normally stored in the config.cpp/bin file?

The sample models, do they use already a texture?

Regards, Christian