x3kj 1212 Posted March 13, 2014 (edited) 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 March 13, 2014 by Fennek Share this post Link to post Share on other sites
dr_strangepete 4 Posted March 13, 2014 (edited) 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 March 14, 2014 by dr_strangepete Share this post Link to post Share on other sites
x3kj 1212 Posted March 15, 2014 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 Share this post Link to post Share on other sites