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LCpl Aaron

custom gunner RTM not following turret rotation

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so i have made a custom gunner RTM and i have it in game however it does not travel with the turret at all. am i missing somthing? here is my rtm config if i may have missed somthing here.

class CfgMovesBasic
{
class DefaultDie;
class ManActions
{
	SOV_Driver = "SOV_Driver";
	SOV_Gunner_MK19 = "SOV_Gunner_MK19";
	SOV_Cargo_back = "SOV_Cargo_back";

};//end man actions
};//end moves basic

//defining where the animations are
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
	class Crew;
	class KIA_SOV_Driver: DefaultDie
	{
		actions = DeadActions;
		file=GMVS\data\anims\driver_02.rtm;
		speed = 0.5;
		looped=false;
		terminal = 1;
		soundEnabled=0;
		connectTo[] = {DeadState,0.1};
	};
	class SOV_Driver: Crew
	{
		file=GMVS\data\anims\driver_02.rtm;
		interpolateTo[]={KIA_SOV_Driver,1};
	};

	class SOV_Gunner_MK19: Crew
	{
		file=\GMVS\data\anims\Gunner_01_MK19.rtm;
		interpolateTo[]={KIA_SOV_Driver,1};
	};

	class SOV_Cargo_back :DefaultDie
	{
		file=\GMVS\data\anims\cargo_01_GM.rtm;
		interpolateTo[]={KIA_SOV_Driver,1};
	};
};//emd states

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so if you rotate the turret, the person stays in place? You need to make the proxy of the gunner part of the selection of the turret in your vehicle p3d

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so if you rotate the turret, the person stays in place? You need to make the proxy of the gunner part of the selection of the turret in your vehicle p3d

wow, i dont know why i didnt think about that. thank you.

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