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Author Topic: mg jeep without cargo  (Read 1247 times)

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blackjack

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mg jeep without cargo
« on: 13 Dec 2004, 22:21:37 »
i'm building a vehicle, that uses a mgjeep class. the point is, that i only want a driver and mgunner, NO cargo. but what happens is that i cant make the "get in back" action to disappear when i aproach the vehicle.
so i'm having  getindriver, getinmg, getinback option permanently.... is there any line that i need to add on my cfg that makes the cargo be forgoten?...
i'm using only 2 proxyes (driver+gunner) on the main lod, as in the firelod. no cargo proxyes here. i'm strugling with this issue for weeks, but now that the model is almost finished i need to solve it!! if u guys want i can copy/past my  cfg file.
i've been looking for the  dunnebuggy cfg file and mlod and i cant find any reference there to the cargo. the dunnebuggy uses the mgjeep class to...
i'm lost here, so any help is apreciated!

Offline Planck

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Re:mg jeep without cargo
« Reply #1 on: 13 Dec 2004, 22:42:15 »
Looking at the config for jeepmg, I see it inherits from jeep, which in turn inherits from car.

In the car config there is:

typicalCargo[]={Soldier};

You could try putting in:

typicalCargo[]={};


In the Jeep config there is:

cargoAction[] =
      {ManActJeepCoDriver,ManActJeepCoDriverBack};

and also

cargoIsCoDriver[] = {true,false};

and finally

typicalCargo[]={Soldier, SoldierLAW};


The jeepmg config also has this:

transportSoldier = 1;


You could try playing about with those till hopefully you get rid of the action.


Best of luck


Planck
I know a little about a lot, and a lot about a little.

Offline oyman

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Re:mg jeep without cargo
« Reply #2 on: 14 Dec 2004, 01:09:13 »
as Plank said just change
Code: [Select]
transportSoldier = 1;into
Code: [Select]
transportSoldier = 0;
or just add it under the cfg vehicles part

blackjack

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Re:mg jeep without cargo
« Reply #3 on: 15 Dec 2004, 02:01:45 »
thanks a lot plank! i solved the problem! played with those lines and at my 2nd atempted it worked :o

1 other issuel i found is that when i fire an at to my vehicle it doesnt explode like a tank...just black smoke...any special line for that?...
i only got a line in my cfg relating explosions, but duno what it does.
 secondaryExplosion=0;
polishing some details here and there just finishing couple of textures and my addon is rdy to use! i'll post the link for the dowload after.
thanks again plank & oyman