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CFS3 Gunnery (Read 419 times)
Mar 15th, 2006 at 9:03am

Smoke2much   Offline
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The Unrepentant Heretic
Sittingbourne, Kent,

Posts: 3879
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The Wellington is at the point where I have added a front turret.  Using the SDK and the JU88 as a guideline and the B-25 DP XML document as a framework I have made the front turret Gunstation1. the parts of the front turret in Gmax are all therefore as follows:

gun1_l_r
gun1_fore_aft
gun_grp1b0_0

and to make it work it is virtual_cockpit1 with eyepoint1, all nicely linked and cloned so that it shows up in exterior shots as well.  I even flipped the polies that make up the glass so that you can see it from within the turret.

My problem is that whilst I get full and correct movement both within the VC (F8 ) and in the exterior views of the visual model (F4) the aircraft refuses to load any ammo so the gun will not fire.  I cannot understand where I am going wrong.  The only changes made to the DP are for the model and some of the description.

Quote:
<UnitData>
     <General Allegience="0" LongName="Vickers Wellington Mk 1c" ShortName="Wellington" ModelName="wellington.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="moving" EnteredService="02/01/1942" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="tactical_bomber" Country="britain" AllowSpawn="y" InfoURL="help\topics\infob25.htm" ChecklistURL="help\topics\infob25.htm"></General>


I have left the gunstation information unaltered. 

Quote:
<GunStation UpLimit="30" DownLimit="30" LeftLimit="30" RightLimit="30" RateLimit="60" SystemID="chin_gun" Tracer="40" Trainable="1" Trigger="0" Type="50calBrowningM2_gun" Name="Nose Gun" ConvergeDistance="300" Pitch="0" MaxAmmo="400"/>


This is the entry for the "nose gun" it is the second in the list of guns and therefore gun1.

Does anyone have any ideas about what I am missing out?

Thanks

Will
 

Who switched the lights off?  I can't see a thing.......  Hold on, my eyes were closed.  Oops, my bad...............&&...
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Reply #1 - Mar 15th, 2006 at 10:43am

Mathias   Offline
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Germany

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Posts: 558
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Will, two thoughts:
first, if it's your first gun listed in the xdp gunstation section it should actually be gun0 in the Gmax file.

Second, is the gun correctly added to the seat section like in this example?

<Seat Name="Co-Pilot">
                 <Stations>
                       <Station Name="Co-Pilot" Type="gunner_station" View="1">
                             <GunStations>
                                   
<GunStation ID="0"/>

                             </GunStations>
                       </Station>
                 </Stations>
           </Seat>

 

Mathias&&...
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Reply #2 - Mar 15th, 2006 at 11:09am

Smoke2much   Offline
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The Unrepentant Heretic
Sittingbourne, Kent,

Posts: 3879
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It's the second gun in the xdp, therefore gun1.  The gunstation id is also set to 1 in the xdp.

Thanks for your help.
 

Who switched the lights off?  I can't see a thing.......  Hold on, my eyes were closed.  Oops, my bad...............&&...
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Reply #3 - Mar 15th, 2006 at 8:10pm

Mathias   Offline
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Third, maybe stupid thought:
Have you deleted the bdp file?  Roll Eyes
 

Mathias&&...
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Reply #4 - Mar 16th, 2006 at 12:46am

Smoke2much   Offline
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The Unrepentant Heretic
Sittingbourne, Kent,

Posts: 3879
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No, BDP file is as large as life and still there.
 

Who switched the lights off?  I can't see a thing.......  Hold on, my eyes were closed.  Oops, my bad...............&&...
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Reply #5 - Mar 16th, 2006 at 4:17am

Mathias   Offline
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The bdp file contains the xdp data (and some of the airfile and model data) in an optimized binary format automatically written by the game engine.
You need to delete it when making changes to the xdp or the changes won't work.
The bdp will get re-created when you start CFS3 the next time.
I bet your guns will fire once you kill the thing.
 

Mathias&&...
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Reply #6 - Mar 16th, 2006 at 12:59pm

Smoke2much   Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,

Posts: 3879
*****
 
Thanks mate!

I'll give it a go.

Will
 

Who switched the lights off?  I can't see a thing.......  Hold on, my eyes were closed.  Oops, my bad...............&&...
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Reply #7 - Mar 19th, 2006 at 3:21am

Smoke2much   Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,

Posts: 3879
*****
 
Despite a deletion of the BDP file the wellington still has no teeth.  It is also always carrying 6 bombs no matter what I do.  I have a headache now!
 

Who switched the lights off?  I can't see a thing.......  Hold on, my eyes were closed.  Oops, my bad...............&&...
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Reply #8 - Apr 18th, 2006 at 6:41pm

n.rev   Offline
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FS9 CFS3
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The first thing I noticed in

gun1_l_r
gun1_fore_aft
gun_grp1b0_0


Was
gun_grp1b0_0

THIS BIT" _0 " might be the pain

So in GMAX Select Objects tree (with the display sub tree Ticked)

Inside View parts name                              Modifier List

cockpits                                    (dummy)
     cockpit_virtual1                        (dummy)
           gun1_l_r_1                        PART (left & right movement inside view)
                 gun1_fore_aft_1                  PART (up & down movement inside view)
                       gun_grp1b0_1            (dummy)
                       gun_grp1b1_1            (dummy)
                       eyepoint1            (dummy) View option 1 see below
                       


Outside View parts name                              Modifier List

wellinton_LOD100                              (dummy) your planes name
     center                                    (dummy)
         fuselage                              PART
           cockpit1                        (dummy)
                 gun1_l_r                  PART (left & right movement outside view)
                       gun1_fore_aft            PART (up & down movement outside view)
                             gun_grp1b0      (dummy)
                             gun_grp1b1      (dummy)

The bits to note are the "_1" on the end of inside view part names stops the multi name alarm
also "cockpit_virtual1", "eyepoint1" or use "PiLOT CAM1" the number "1" all the same to make life how I like it simple!!

It must have also an eyepoint0 for the pilot

now you need to get the XDP file to have this in it

     the first bit is the pilots gun line so it does not have any bullets unless you have a nose cannon but it must in the XDP anyway

     SystemID="1"            this is for the            cockpit_virtual1
     View="1"            this is for the            eyepoint1
     GunStation ID="1"      this is for the movement of            gun1_l_r
                                                               gun1_fore_aft

Now you may also add

     PiLOT CAM1            (Target Camera) View option 2
     PiLOT CAM1.Target      (Target Camera) View option 2

     As well to change the way you see from the View="1" point not sure if you can add both!

As for the bomb Load they are binary Number & max must not exceed the Drywieght minus maxwieght Kgs
 
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