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Author Topic: Getting into OFP  (Read 2019 times)

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Parker

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Getting into OFP
« on: 15 Sep 2002, 01:50:28 »


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Offline SelectThis

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Re:Getting into OFP
« Reply #1 on: 15 Sep 2002, 03:58:59 »
CTD usually means that the p3d is not referenced properly in the cpp. Check the path that the cpp uses for the model.


it should be something like
model = "\yourpboname\yourp3dname";

SelectThis

Jimbo

  • Guest
Re:Getting into OFP
« Reply #2 on: 15 Sep 2002, 06:39:59 »
CTD usually means that the p3d is not referenced properly in the cpp. Check the path that the cpp uses for the model.


it should be something like
model = "\yourpboname\yourp3dname";

SelectThis

SelectThis, I think that if it isn't properly refrenced in the .cpp file, there will be an error message saying that it can't find the file (though I might be wrong)...

Eviscerator

  • Guest
Re:Getting into OFP
« Reply #3 on: 15 Sep 2002, 11:43:14 »
yep CTD is normally when you havent defined the correct path to the p3d, although there are some other occasions when there is something wrong with the p3d, now the first thing ive noticed is youve got a two engine plane, make sure youve coded the propellors right, not with velka and mala vrtule (helicopter coding which CTD's on plane class configs) and make sure you have "vrtule" (1st), "vrtule 1" (2nd propellor) and also use vrtule blur and vrtule staticka, its probably best to look at the c-130 model if this is your problem

Parker

  • Guest
Re:Getting into OFP
« Reply #4 on: 16 Sep 2002, 00:40:52 »
Well thanks for the replies but I'm still having problems. I really don't think it's the cpp but I'll show you what I have in it.

Quote
// some basic defines
#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 true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class cfgPatches
{
   class pkrp38
   {
      units[]={pkrp38};
      weapons[]={};
      requiredVersion=1.46;
   };
   
};
class cfgVehicles
{

   class All {};
   class AllVehicles: All {};
   class Air: AllVehicles {};
   class Plane: Air {};
   class A10: Plane{};
   class pkrp38: A10
   {
      displayName="PKR P38 Lightning";
      model="\pkrp38\light";
      precision=200;
      brakeDistance=100;
      aileronSensitivity = 1.0;
      elevatorSensitivity = 1.0;
      noseDownCoef = 1.0;
      soundEngine[]={Vehicles\plane,db-10,1};
      soundEnviron[]={Objects\noise,db-60,1.0};
      soundServo[]={Vehicles\gun_elevate,db-40,0.4};
   };
};

My pbo is named pkrp38 and the model is light.p3d.

Maybe there is something I need to do to the model. Do I need any specific settings for the first LOD? Are there any other LOD's I have to make before it shows up ingame? Do I need to define all of the proxys? I can't understand why this wont work. I've done everything I could think of.

teaCup

  • Guest
Re:Getting into OFP
« Reply #5 on: 16 Sep 2002, 08:43:08 »
It seems to me that when you declare your model as vehicle
in the config, the game expects at least a View Pilot LOD.
And a proxy for the pilot..
You could try to declare it as empty object, see if it crashes.