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Morganator

UAV with Machine Gun?

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Hey guys i have a question:

So i played a game on my android phone where you can play an UAV with a machine gun (from 7.62 to 40 mm Vulcan) and i was asking myself if i can add this to the Arma UAV.

Well i tried adding M2 Gun but it wont shoot where the camera points (I know thats kinda obvious but hey its worth a try).

Is there a way to make it shoot where the camera points? or to make a gun turret?

with kind regards

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predator turret appears to have all the necessaries to fire a moving gun

not sure how you're using it though as i've never really tried the system out

what weapons and mags did you add to the turret?

		class Turrets
	{
		class MainTurret: NewTurret
		{
			minElev = -90;
			maxElev = 38.2;
			initElev = -45;
			minTurn = -180;
			maxTurn = 180;
			initTurn = 0;
			maxHorizontalRotSpeed = 100;
			maxVerticalRotSpeed = 100;
			startEngine = 0;
			body = "mainturret";
			gun = "maingun";
			animationSourceBody = "mainturret";
			animationSourceGun = "maingun";
			class Viewoptics
			{
				initAngleX = 0;
				minAngleX = -30;
				maxAngleX = 30;
				initAngleY = 0;
				minAngleY = -100;
				maxAngleY = 100;
				minFov = "0.20   /100";
				initFov = "0.20";
				maxFov = "0.20";
			};
			soundServo[] = {"",0.01,1.0};
			outGunnerMayFire = 1;
			commanding = -1;
			gunBeg = "laser_start";
			gunEnd = "laser_end";
			memoryPointGunnerOptics = "gunnerview";
			selectionFireAnim = "";
			castGunnerShadow = 0;
			viewGunnerShadow = 0;
			gunnerOpticsModel = "\ca\weapons\2Dscope_UAV.p3d";
			gunnerForceOptics = 1;
			weapons[] = {"Laserdesignator_mounted","HellfireLauncher"};
			magazines[] = {"Laserbatteries","8Rnd_Hellfire"};
		};
	};

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Thx for the Answer!

I added M2 and its Ammo (100Rnd_127x99_M2)

So i make a new script with this code?

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no this is the turret config in the vehicle inside the pbo in game

it shows you have already got the right values for a moving machinegun turret

can you detail how you added the weapon and mag, with what commands/ scripts/ init lines etc

---------- Post added at 11:27 AM ---------- Previous post was at 09:32 AM ----------

ok i took a look at it, and the reason the laserdesignator doesn't work (and hence the machineguns) is because the memory points are assigned to the reverse of the variables they should be.

if you make yourself a pbo wit ha cloned config from air2/mq9 and air_e/mq9 and changes these values then the machinegun and laser guided bombing would work

//added to make mgun work

memoryPointGun = "laser_end";

//added to stabliise camera

stabilizedInAxes = "StabilizedInAxesBoth";

//swapped around to enable laser and mgun to fire where you are pointing, and not 180 degrees behind you.

gunBeg = "laser_end";

gunEnd = "laser_start";

I'm working on a version for rangemaster with LGBs and other weaponry, so will bring this out in our next patch anyway if you can't make pbos.

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I added them with this AddWeapon and this AddMagazine

Ok how do i make the pbo respectively where do i find/put it?

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it's a bit of a long explanation...

you will probably need notepad++ and eliteness installed

use eliteness to

depbo air2/mq9 config.bin

depbo air_e/mq9 config.bin

depbo air_e config.bin

make a new folder called myUAV

use notepad++ to

recombine the parts of each config that refer to the mq9's in a new single config.cpp

name the patch class myUAV or whatever you want

then make the changes to the config as above

make a pboprefix with the name of your pbo "myUAV" in it and put it next to your config.cpp

use eliteness to make a pbo of your folder

then put it into a folder structure like so

@myUAV/addons/myUAV.pbo

and run it in game, and off you go...

Edited by eggbeast

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