Richards.D 761 Posted June 14, 2014 Hello: I'm working on the RCWS variant of my upcoming "MaxxPro" MRAP modification, and currently have run into an issue with this specific variant. The RCWS works fine, but I want to use the in game PiP monitor also such as in the Hunter MRAP. I have this working, but my gunner does not look at the screen. His head is just snapped forward, the front direction of the vehicle. The actual monitor however, is positioned 90 degrees, as unlike the Hunter where the passengers sit facing frontward such as a car, the MaxxPro passengers sit such as in an APC along the sides. So, if anyone knows what config entries I would need to change for the gunners view, or if I need to tweak some memory points. Richards Share this post Link to post Share on other sites
teacup 2 Posted June 16, 2014 For the gunner to be looking at a screen perpendicular to him in the cargo area, you would either have to modify his cargo animation(s) (RTM files, you twist his neck and upper body to look at the screen), or rotate his proxy 90 degrees, if it makes sense for that vehicle interior.. Share this post Link to post Share on other sites
Richards.D 761 Posted June 16, 2014 Hello: So, the proxy is rotated correctly and the body faces the correct direction. It is just that the head is rotated 90 degrees left when it should look straight on. Should I still just make a new .RTM copy with this modification? Richards Share this post Link to post Share on other sites
x3kj 1247 Posted June 16, 2014 i dont think a new rtm will help in that case only thing you could do would be in the config i think Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 17, 2014 It's the gun beginning and gun end mem points I believe that make the head point in a certain direction. gunBeg = usti hlavne; gunEnd = konec hlavne; Have u opened the a3 sample files and looked ? Share this post Link to post Share on other sites
teacup 2 Posted June 17, 2014 As far as i know, all character movement inside vehicles is controlled by A. proxy (it can be animated) and B. RTM animation files. Even the special cases of hands holding onto steering wheels, flight sticks, throttles, and feet connected to pedals - are done via RTM/IK handle/cfgMoves/cfgGestures setup. I don't think it's a matter of one particular config entry, or memory point. Bring up the animation viewer and take a look at those particular cargo anims: is the head of the character looking the wrong way? Share this post Link to post Share on other sites
x3kj 1247 Posted June 17, 2014 The head follows the camera movement, so if the config causes the camera to look forward, the head follows. Have u opened the a3 sample files and looked ? I cant recall A3 vehicles with PIP turret controll that is sideways to the direction of travel - so the problem never had any effect. Share this post Link to post Share on other sites