Αplion 1122 Posted December 16, 2014 No they wont change their weapons because they dont produce problems for their vehicles. But it would be good to know which config value can cause this problem, so you/we can either avoid it, or fill out a proper bug report if it turns out to be an actual bug.All it needs is a comparison of the complete config of one of the bohemia weapon, and your weapon. This way you can find the main differences and try out if adding a different value from the vanilla config to your own config will break your multi turret ship. I've also tried with A3 default weapons ... I have a turret which firing "Titan_AA" missiles and another turret (front gun) which uses the default "cannon_120mm" weapon ... and again ... if I'll replace the "cannon_120mm" with the (also default) "autocannon_40mm" then the Titan missiles are working fine (locking). Share this post Link to post Share on other sites
mankyle 420 Posted December 16, 2014 mmmm Is it possible that the secondary turret that fires the Titan_AA missiles is inheriting from the other one therefore transmiting some attributes from it to the VLS turret? Try making the Anti Air turret no inherit from the other turret. Just a Mindfart I have had while thinking on this Share this post Link to post Share on other sites
x3kj 1247 Posted December 16, 2014 Try making the Anti Air turret no inherit from the other turret Well no turret isn't possible, but you can inherit from NewTurret, that's propably what you mean. I would always do that unless the turrets is for a standard Main Battletank with just one primary turret. Share this post Link to post Share on other sites
Αplion 1122 Posted December 17, 2014 Guys ... here is my turrets config (all of them this time) ... class Turrets: Turrets { class FrontTurret: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "turretF"; visual = "turretF"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "gunF"; visual = "gunF"; passThrough = 1; }; }; stabilizedInAxes = 2; threat[] = {0.8,1,0.05}; body = "MainTurret"; gun = "MainGun"; animationSourceBody = "mainTurret"; animationSourceGun = "mainGun"; gunnerAction = "gunner_hunter"; gunnerGetInAction = "GetInMedium"; gunnerGetOutAction = "GetOutMedium"; ejectDeadGunner = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; soundServo[] = {"A3\sounds_f\dummysound", db-45, 1.0}; gunBeg = "gunF_start"; gunEnd = "gunF_end"; weapons[] = {" cannon_120mm"}; magazines[] = {"30Rnd_120mm_HE_shells","30Rnd_120mm_HE_shells"}; //weapons[] = {"autocannon_40mm_CTWS"}; //magazines[] = {"60Rnd_40mm_GPR_shells","60Rnd_40mm_GPR_shells"}; discreteDistance[] = {100,200,300,400,600,800,1000,1200,1400,1600,1800}; discreteDistanceInitIndex = 2; gunnerName = "Front Gunner"; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; turretInfoType = "RscOptics_crows"; gunnerForceOptics = 1; gunnerCanSee = 31; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; radarType = 8; startEngine = 0; LODTurnedIn = 1000; LODTurnedOut = 1000; hasgunner = 1; //commanding = -1; proxyType = "CPGunner"; proxyIndex = 1; usePip = 1; minElev = -10; maxElev = 60; initElev = 0; minTurn = -90; maxTurn = 90; initTurn = 0; class ViewOptics: RCWSOptics{}; class ViewGunner: ViewOptics { initAngleX = -15; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; }; class RearTurret: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "ram_turret"; visual = "ram_turret"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "ram_gun"; visual = "ram_gun"; passThrough = 1; }; }; //stabilizedInAxes = 4; stabilizedInAxes = "StabilizedInAxesboth"; //threat[] = {0.5,0.8,1}; //threat[] = {0.05,0.05,1}; threat[] = {0,0.2,1}; body = "Turret_2"; gun = "Gun_2"; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; gunnerAction = "gunner_static_low01"; gunnerGetInAction = "GetInMedium"; gunnerGetOutAction = "GetOutMedium"; ejectDeadGunner = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; gunBeg = "ram_gun_start"; gunEnd = "ram_gun_end"; selectionfireanim = "gatling"; weapons[] = {"ram_gatling_20mm"}; magazines[] = {"4000Rnd_20mm_shells","4000Rnd_20mm_shells"}; gunnerName = "Phalanx CIWS Operator"; memoryPointGun = "ram_gun_end"; memoryPointGunnerOptics = "ramgunnerview"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best",1.4125376,1.0,40}; //discreteDistance[] = {100,200,300,400,600,800,1000,1200}; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500}; discreteDistanceInitIndex = 5; //gunnerOpticsEffect[] = {"TankCommanderOptics1", "BWTV"}; gunnerOpticsEffect[] = {"OpticsCHAbera1","BWTV"}; //turretInfoType = "RscOptics_crows"; turretInfoType = "RscOptics_UGV_gunner"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerForceOptics = 1; showGunnerOptics = 1; gunnerOutForceOptics = 1; forceHideGunner = 1; startEngine = 0; //gunnerCanSee = 31; gunnerCanSee = 23; radarType = 4; //commanding = 1; LODTurnedIn = 1000; LODTurnedOut = 1000; canLock = 2; laserScanner = 1; //laserTarget = 1; //irTarget = 1; hasgunner = 1; proxyType = "CPGunner"; proxyIndex = 2; enableManualFire = 1; usePip = 1; minElev = -10; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; showAllTargets = 2; //maxHorizontalRotSpeed = 2; //maxVerticalRotSpeed = 2; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.57; maxFov = 1.4; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1}; irScanRangeMin = 10; irScanRangeMax = 10000; irScanToEyeFactor = 5; }; class OpticsIn { class Wide: ViewOptics { opticsDisplayName = "1X"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.766; minFov = 0.7; maxFov = 0.766; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\a3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\a3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F"; opticsDisplayName = "10X"; initFov = 0.093; minFov = 0.093; maxFov = 0.093; }; class Narrow: Wide { gunnerOpticsModel = "\a3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F"; opticsDisplayName = "50X"; initFov = 0.029; minFov = 0.029; maxFov = 0.029; }; }; }; class MissilesTurretRight: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "sensors_turret"; visual = "sensors_turret"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "sensors"; visual = "sensors"; passThrough = 1; }; }; stabilizedInAxes = 4; threat[] = {0.8,1,0.05}; body = ""; gun = ""; animationSourceBody = "sensors_turret"; animationSourceGun = "sensors"; gunnerAction = "passenger_generic01_foldhands"; gunnerName = "Harpoon Operator Right"; gunnerOpticsModel = "\A3\Armor_F\2D_scope_crows"; turretInfoType = "RscOptics_crows"; gunnerForceOptics = 0; proxyIndex = 3; primaryGunner = 1; //primaryObserver = 0; castGunnerShadow = 0; ejectDeadGunner = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best",1.4125376,1.0,40}; minElev = -360; maxElev = 360; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; weapons[] = {"RGM84_W","Laserdesignator_mounted"}; magazines[] = {"RGM84_M","Laserbatteries"}; memoryPointGunnerOutOptics = "co_opticview"; memoryPointGunnerOptics = "co_opticview"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; missileBeg = "mis_beg"; missileEnd = "mis_end"; showgunneroptics = 1; startEngine = 0; forceHideGunner = 0; commanding = -2; gunnerCanSee = 31; radarType = 2; outGunnerMayFire = 1; inGunnerMayFire = 1; //irScanRangeMin = 200; //irScanRangeMax = 15000; //irScanToEyeFactor = 1; sensitivity = 2; LODTurnedIn = 1000; LODTurnedOut = 1000; hasgunner = 1; proxyType = "CPGunner"; showAllTargets = 2; class ViewOptics { initAngleX = 0; initAngleY = 0; minAngleX = -360; maxAngleX = 360; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.15; maxFov = 0.8; }; class ViewGunner { initAngleX = 0; minAngleX = -10; maxAngleX = 55; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.5; maxFov = 0.7; }; class OpticsIn { class Wide: ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = 360; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; class MissilesTurretLeft: MissilesTurretRight { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "sensors2_turret"; visual = "sensors2_turret"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "sensors2"; visual = "sensors2"; passThrough = 1; }; }; stabilizedInAxes = 4; body = ""; gun = ""; animationSourceBody = "sensors2_turret"; animationSourceGun = "sensors2"; gunnerAction = "passenger_generic01_foldhands"; gunnerName = "Harpoon Operator Left"; gunnerOpticsModel = "\A3\Armor_F\2D_scope_crows"; turretInfoType = "RscOptics_crows"; gunnerForceOptics = 0; proxyIndex = 4; castGunnerShadow = 0; ejectDeadGunner = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best",1.4125376,1.0,40}; minElev = -360; maxElev = 360; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; weapons[] = {"RGM84_W1","Laserdesignator_mounted"}; magazines[] = {"RGM84_M","Laserbatteries"}; memoryPointGunnerOutOptics = "co2_opticview"; memoryPointGunnerOptics = "co2_opticview"; missileBeg = "mis2_beg"; missileEnd = "mis2_end"; showgunneroptics = 1; startEngine = 0; forceHideGunner = 0; gunnerCanSee = 31; outGunnerMayFire = 1; inGunnerMayFire = 1; //irScanRangeMin = 200; //irScanRangeMax = 15000; //irScanToEyeFactor = 1; sensitivity = 2; LODTurnedIn = 1000; LODTurnedOut = 1000; hasgunner = 1; proxyType = "CPGunner"; class ViewOptics { initAngleX = 0; initAngleY = 0; minAngleX = -360; maxAngleX = 360; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.15; maxFov = 0.8; }; class ViewGunner { initAngleX = 0; minAngleX = -10; maxAngleX = 55; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.6; minFov = 0.5; maxFov = 0.7; }; class OpticsIn { class Wide: ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = 360; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV","Ti"}; thermalMode[] = {0,1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow: Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; class VLSTurret: NewTurret { class HitPoints { class HitTurret { armor = 0.8; material = 60; name = "sensors3_turret"; visual = "sensors3_turret"; passThrough = 1; }; class HitGun { armor = 0.6; material = 60; name = "sensors3"; visual = "sensors3"; passThrough = 1; }; }; stabilizedInAxes = 4; //threat[] = {0.05,0.05,1}; threat[] = {0,0,1}; //threat[] = {0.2,0.4,1}; //threat[] = {0.5,1,0}; body = ""; gun = ""; animationSourceBody = "sensors3_turret"; animationSourceGun = "sensors3"; gunnerAction = "passenger_generic01_foldhands"; gunnerName = "VLS Operator"; //gunnerOpticsModel = "\A3\Armor_F\2D_scope_crows"; gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; gunnerOpticsEffect[] = {"TankCommanderOptics1", "BWTV"}; turretInfoType = "RscOptics_crows"; gunnerForceOptics = 0; proxyIndex = 5; primaryGunner = 0; primaryObserver = 1; castGunnerShadow = 0; ejectDeadGunner = 0; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best",1.4125376,1.0,40}; minElev = -360; maxElev = 360; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; //weapons[] = {"RIM162_W","Laserdesignator_mounted"}; //magazines[] = {"RIM162_M","Laserbatteries"}; weapons[] = {"missiles_titan"}; magazines[] = {"4Rnd_GAA_missiles","4Rnd_Titan_long_missiles"}; memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics = "commanderview"; gunBeg = "mis3_beg"; // endpoint of the gun gunEnd = "mis3_end"; // chamber of the gun missileBeg = "mis3_beg"; missileEnd = "mis3_end"; memoryPointGun = "mis3_beg"; //memoryPointLMissile = "mis3_beg"; //memoryPointRMissile = "mis3_end"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; canLock = 2; laserScanner = 1; laserTarget = 1; irTarget = 1; enableManualFire = 1; usePip = 1; showgunneroptics = 1; startEngine = 0; forceHideGunner = 0; commanding = 2; gunnerCanSee = 31; //gunnerCanSee = "2+8+32+4"; radarType = 4; outGunnerMayFire = 1; inGunnerMayFire = 1; irScanRangeMin = 50; irScanRangeMax = 20000; irScanToEyeFactor = 18; sensitivity = 2; LODTurnedIn = 1000; LODTurnedOut = 1000; hasgunner = 1; proxyType = "CPGunner"; showAllTargets = 2; class ViewOptics: RCWSOptics { visionMode[] = {"Normal","TI"}; }; class ViewGunner: ViewOptics { initAngleX = -15; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; }; }; The problem is between the FrontTurret and all other turrets locking ... either Ground to Air or Ground to Ground missiles are not locking on their targets ... and as you can see there is no inheritation between FrontTurret and VLSTurret (or any other with FrontTurret). Unless mankyle is talking about model.cfg inheritation !! The fact is that if I'll use these weapon - mag values in FrontTurret ... weapons[] = {"autocannon_40mm_CTWS"}; magazines[] = {"60Rnd_40mm_GPR_shells","60Rnd_40mm_GPR_shells"}; ... everything is working fine. Share this post Link to post Share on other sites
freesets 11 Posted December 25, 2014 (edited) there is something else i discovered: if you have artilleryscanner =1; in the config, some stock cannons points in the air at their maximum elevation and shoot seaguls (shoot in the air at nothing) instead of the target. i removed this parameter on the txt_lcs ship addon from armaholic and the front turret magically engage ground/air targets propely again. on ivory_fregata the same behaviour was present in an older version and the CIWS seemed to be affected too(pointed in the air). IN ALL of those instances stock weapons were used( i made sure of that). another thing i didnt solved yet is the cost value and some AI units(not all) not engaging some ships. in the config reference it says that a higher cost unit is more attractive to the AI to attack, but sometimes helicopters fled my unit as it were an alien ship not a frigate??? edit (dec 27): yesterday i just browsed make arma not war and i found this: http://makearmanotwar.com/entry/oCYvSaFs8R#.VJ7OwAFDF it seems huge and it may bring a lot of new ships to arma 3. the title dont suggest naval warfare but since i had the patience to open all the projects i was rewarded. Edited December 27, 2014 by freesets Share this post Link to post Share on other sites