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x3kj

Turret has inverted controlls

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Hi, my turret behaves strangely - Left and Right movement are inverted for the viewport, as well as the viewable Model.

Up and Down are also inverted, but only for the viewable Model, not for the viewport, so they move in opposite direction. Why is that? :confused:

Turret CFG

class TurretFront: NewTurret {	//Base definition of all things

//weapons[]={cannon_120mm,LMG_M200};
weapons[]={LMG_M200};
magazines[]={2000Rnd_65x39_belt};

turretAxis="ax_tur2_trav"; 						
gunAxis="ax_tur2_elev"; 						

minElev=-12; maxElev=+22.5; initElev=0;
minTurn=-25; maxTurn=+25; initTurn=0;
maxVerticalRotSpeed= 0.4; 						

// Main gun
gunBeg = "tur2_mzl_start"; 						
gunEnd = "tur2_mzl_end"; 						

body="SecondaryTurret";							
gun="SecondaryGun";								//
animationSourceBody="tur2_trav_AnimSrc"; 		
animationSourceGun="tur2_elev_AnimSrc";
gunnerAction = "mbt2_slot2a_out"; 				
gunnerInAction = "mbt2_slot2a_in"; 				
gunnerName="Vox Operator"; 						
gunnerOpticsModel="\ca\wheeled\optika_BRDM";
animationSourceHatch = "hatch_gnr2_AnimSrc";

startEngine=0;
primaryGunner = 0;
primaryObserver = 0;
hasGunner = 1;


/// Coaxial gun

selectionFireAnim = "tur2_mzl_start";				




// Optics view
memoryPointGunnerOptics= "view_gnr2";
gunnerOutOpticsModel = "";
gunnerOutOpticsEffect[] = {};
gunnerOpticsEffect[] = {};
gunnerForceOptics = 1;
// Field of view values: 1 = 120°
class OpticsIn {
	class Wide: ViewOptics {
		initAngleX=0;
		minAngleX=-30;
		maxAngleX=+30;
		initAngleY=0;
		minAngleY=-100;
		maxAngleY=+100;
		initFov=0.3;
		minFov=0.3;
		maxFov=0.3;
		visionMode[] = {"Normal","NVG","Ti"};
		thermalMode[] = {4,5}; //red hot chilli
		gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_w_F.p3d";
		gunnerOpticsEffect[] = {};
	};
	class Medium: Wide {
		gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_m_F.p3d";
		initFov=0.07;
		minFov=0.07;
		maxFov=0.07;
	};
};

// Gunner operations and animations

forceHideGunner = 0;
inGunnerMayFire = 1;	// set to 0 to let gunner look around the internal compartment if modeled
viewGunnerInExternal = 1; // Needed to make gunner possible to be killed with penetrating rounds.

class HitPoints {
	class HitTurret	{
		armor = 0.8;
		material = -1;
		name = "vez";
		visual="vez";
		passThrough = 0;
		minimalHit = 0.02;
		explosionShielding = 0.3;
		radius = 0.25;
	};
	class HitGun	{
		armor = 0.3;
		material = -1;
		name = "zbran";
		visual="";
		passThrough = 0;
		minimalHit = 0;
		explosionShielding = 1;
		radius = 0.25;
	};
};

};

Animation part of model cfg

	class SecondaryTurret {  //Frontgun
			//type="rotationY";
			type="rotation";
			source="tur2_trav_AnimSrc";
			selection="tur2_trav";
			axis="ax_tur2_trav";
			animPeriod=0;  
			minValue="rad -360";
			maxValue="rad +360";
			angle0="rad -360";
			angle1="rad +360";
			memory = 1;
		};
		class SecondaryGun: SecondaryTurret {
			type="rotationX";
			source="tur2_elev_AnimSrc";
			selection="tur2_elev";
			axis="ax_tur2_elev";
			angle0="rad -360";
			angle1="rad +360";
		};

Edited by Fennek

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swap your:

angle0="rad -360";

angle1="rad +360";

for

angle0="rad +360";

angle1="rad -360";

as for the up/down view port difference, make sure your memory points are grouped properly in your selections, and not being twisted or moved by some bone (edit: a thought, perhaps the viewpoint is using a standard animation source instead of your defined one? thus the difference in direction?)...also make sure your in o2 your model is facing forward in front view

Edited by dr_strangepete

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ok thanks the swapping did it, and for the seemingly opposite moving up/down it turned out that the barrel wasn't moving at all because of a missing selection

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