Jump to content
Sign in to follow this  
Mladja-ArmASerbia

Blocking turret from rotating

Recommended Posts

Hello.

I am currently adding some additional seats to vehicles, in this case BRMD2.

So, the question is how to block turret from rotating when soldier get in.

http://www.dodaj.rs/f/3a/Jm/2Flonuqw/arma320150203231107175.png (986 kB)

	class Turrets: Turrets
	{
		class MainTurret: MainTurret
		{
			body = "mainTurret";
			gun = "mainGun";
			weapons[] = {"saf_mgun_kpvt","saf_mgun_pkt"};
			soundServo[]={\saf_a3_sounds\vehicles\turret-1, db-20, 1.0,15};
			magazines[] = {500Rnd_145x115_SAF_KPVT,250Rnd_762x54_SAF_M84_Box};
			class ViewOptics
			{
				initAngleX=0; minAngleX=-30; maxAngleX=+60;
				initAngleY=0; minAngleY=0; maxAngleY=0;
				initFov=0.200; minFov=0.058; maxFov=0.200; // (initFov=0.203; minFov=0.203; maxFov=0.203;)
			};
			class ViewGunner
			{
     				initAngleX=5; minAngleX=-65; maxAngleX=+85; //Rg 30;
     				initAngleY=0; minAngleY=-150; maxAngleY=+150; //Rg 100;
				initFov=0.7; minFov=0.25; maxFov=1.1;
			};
			gunnerAction = BRDM2_Gunner;
			gunnerGetInAction = GetInHigh;
			gunnerGetOutAction = GetOutHigh;
			gunnerOpticsModel = "\saf_veh_common\optika_BRDM";
			gunnerForceOptics = 1;
			startEngine=true;
			stabilizedInAxes = StabilizedInAxesNone;
			class HitPoints : HitPoints
   		                {
				class HitTurret {armor=0.8;material=-1;name="vez";visual="vez";passThrough=1;};
			};
		};
		class CargoTurret_01: CargoTurret 						/// position for Firing from Vehicles
		{
			gunnerAction 				= "BRDM2_Cargo03";	/// generic animation for sitting inside with rifle ready
			gunnerCompartments 			= "Compartment2";		/// gunner is not able to switch seats
			memoryPointsGetInGunner 	= "pos cargo";		/// specific memory points to allow choice of position
			memoryPointsGetInGunnerDir 	= "pos cargo dir";	/// direction of get in action
			gunnerName 					= "Passenger 1 (Outside)";	/// name of the position in the Action menu
			proxyIndex 					= 5;					/// what cargo proxy is used according to index in the model
			maxElev 					= 15;					/// what is the highest possible elevation of the turret
			minElev 					= -25;					/// what is the lowest possible elevation of the turret
			maxTurn 					= 45;					/// what is the left-most possible turn of the turret
			minTurn 					= -15;					/// what is the right-most possible turn of the turret
			isPersonTurret 				= 0;					/// enables firing from vehicle functionality
			ejectDeadGunner 			= 0;					/// seatbelts included
			enabledByAnimationSource 	= "Doors";				/// doesn't work unless the said animation source is 1
		};
		class CargoTurret_02: CargoTurret_01 						/// position for Firing from Vehicles
		{
			gunnerAction 				= "BRDM2_Cargo04";	/// generic animation for sitting inside with rifle ready
			proxyIndex 					= 6;					/// what cargo proxy is used according to index in the model
			gunnerName 					= "Passenger 2 (Outside)";	/// name of the position in the Action menu
		};
		class CargoTurret_03: CargoTurret_01 						/// position for Firing from Vehicles
		{
			gunnerAction 				= "BRDM2_Cargo05";	/// generic animation for sitting inside with rifle ready
			proxyIndex 					= 7;					/// what cargo proxy is used according to index in the model
			gunnerName 					= "Passenger 3 (Outside)";	/// name of the position in the Action menu
		};
	};

Thanks.

Share this post


Link to post
Share on other sites

I would assume making the gunner turn out would be the best way of achieving this, although I don't know how to do so.

Share this post


Link to post
Share on other sites

you could propably damage the turret drive so that it can't move and repair it once the soldiers are off? It's pretty hacky though...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×