i dislike bother ForceMaster, but when i change to fourth position (passenger "x") the game crash :S , and using vehicle as some passengers position the eyepoint its under the vehicle (between the terrain and it), its possible fix it ?
Do not worry, apparently using the unit as a turret distorts the view when you switch from one position to another and then back, I tried many changes in the odf to avoid that problem but I have not found a way to correct it. If you wish you can replace the positions of the passengers so they can not use their weapons, and only be transported by the vehicle.
There is a new .odf file that replaces the turret positions for units with passenger slots.
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "commandwalker" //You can change it to walker for disable spawn points
GeometryName = "rep_walk_atot.msh"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
ForceMaster wrote:Do not worry, apparently using the unit as a turret distorts the view when you switch from one position to another and then back, I tried many changes in the odf to avoid that problem but I have not found a way to correct it. If you wish you can replace the positions of the passengers so they can not use their weapons, and only be transported by the vehicle.
There is a new .odf file that replaces the turret positions for units with passenger slots.
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "commandwalker" //You can change it to walker for disable spawn points
GeometryName = "rep_walk_atot.msh"
SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place
do I need to munge the animation for sitting and if so what should I call it? thanks
edit: nvm I got it to work I only have to say one thing the soldiers get stuck in it