giallustio 770 Posted May 18, 2016 What happens if the gunner rotates the turret? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 18, 2016 Clips through... there's no way to restrict turret rotation when FFV slots are occupied as far as i know. Now that i think about it, i probably should report that to BI. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted May 18, 2016 Clips through... there's no way to restrict turret rotation when FFV slots are occupied as far as i know. Now that i think about it, i probably should report that to BI. It works for commander seats since OFP, so the tech is there. Share this post Link to post Share on other sites
Chairborne 2594 Posted May 18, 2016 Do you have any example i can check? Share this post Link to post Share on other sites
Tankbuster 1747 Posted May 18, 2016 IIRC, when the commander turned out, the turret rotation was locked. Share this post Link to post Share on other sites
Janez 531 Posted May 18, 2016 The FFV streak continues: T-55 now supports 6 FFV passengers (all of them can shoot). That's really nice but isn't action menu a clusterfuck with all those positions? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 18, 2016 Only the first available FFV slot is shown in the action menu, the others are shown only once you're in. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted May 18, 2016 That's really nice but isn't action menu a clusterfuck with all those positions?What Chairborne said, plus the action menu is a clusterfuck anyway, no need to skip useful functionality for that :)Send from my tablet, so pardon any autocorrect bollocks 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 18, 2016 Regarding the turret lock, I assume you mean when commander is turned out/ turned in? That's just hte config value for "locking" the turret based on turnin right? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 18, 2016 Regarding the turret lock, I assume you mean when commander is turned out/ turned in? That's just hte config value for "locking" the turret based on turnin right? No... i mean a way for the game to detect when FFV slots are occupied, and if they are then lock the turret rotation, which doesn't mean freeze the turret in one spot, but turn at a reduced radius (say 90° in both ways instead of 360°). Anyway i asked a BI dev about it and it's not possible through configs, maybe that can be done through script. Share this post Link to post Share on other sites
graemeshute 218 Posted May 18, 2016 Great Job guys...thanks for all the awesome stuff:) Share this post Link to post Share on other sites
markocro 66 Posted May 18, 2016 No... i mean a way for the game to detect when FFV slots are occupied, and if they are then lock the turret rotation, which doesn't mean freeze the turret in one spot, but turn at a reduced radius (say 90° in both ways instead of 360°). Anyway i asked a BI dev about it and it's not possible through configs, maybe that can be done through script. if that cant be done, then why not if turret turns over FFV position then unit on FFV slot gets ejected from there. Share this post Link to post Share on other sites
Chairborne 2594 Posted May 18, 2016 Small progress on soundshaders: 10 Share this post Link to post Share on other sites
stephsen 79 Posted May 18, 2016 nice Chairborne good job,but i think the reverb is a little bit too strong, especially on distance ...bigmouth modus off ;) Share this post Link to post Share on other sites
Janez 531 Posted May 19, 2016 Only the first available FFV slot is shown in the action menu, the others are shown only once you're in. Cool, then its all good. What Chairborne said, plus the action menu is a clusterfuck anyway, no need to skip useful functionality for that :) Send from my tablet, so pardon any autocorrect bollocks Lol, yeah thats true. Although I got it to a minimum by binding most actions to keys. Share this post Link to post Share on other sites
Chairborne 2594 Posted May 19, 2016 nice Chairborne good job,but i think the reverb is a little bit too strong, especially on distance ...bigmouth modus off ;) Heh is good, i was looking for feedback actually. I'm using vanilla setup for tails (the reverb you hear), but as someone else pointed out there's a point where the sound switches in a weird way. Share this post Link to post Share on other sites
dar 12 Posted May 19, 2016 This project is simply amazing and has come quite a long way already. Last time I checked you guys had just released the USMC, now we are nearly at 100% ArmA 2 CO content plus all those amazing additions and features like FFV implementation and the British MRAPs.Considering how far this has come, are there still plans for a conversion tool for ArmA 2 missions that replace old classnames with the CUP version? 1 Share this post Link to post Share on other sites
kylania 568 Posted May 19, 2016 Considering how far this has come, are there still plans for a conversion tool for ArmA 2 missions that replace old classnames with the CUP version? Have you seen this post? 4 Share this post Link to post Share on other sites
bardosy 158 Posted May 19, 2016 This project is simply amazing and has come quite a long way already. Last time I checked you guys had just released the USMC, now we are nearly at 100% ArmA 2 CO content Not quite 100%. But it's still amazing indeed. ;) Share this post Link to post Share on other sites
dar 12 Posted May 19, 2016 kylania, on 19 May 2016 - 17:39, said:Have you seen this post? Now I have, thanks for the hint and the link. I have no idea how to run a python script in N++ yet, but I hope I'll figure it out somehow. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted May 20, 2016 I have no idea how to run a python script in N++ yet, but I hope I'll figure it out somehow. Checkout PyNPP. It is a Plugin for N++ that lets you run pythonscripts directly via "Extensions->PyNPP->Run Python" (and you obviously need python installed for it to work). 1 Share this post Link to post Share on other sites
deltagamer 612 Posted May 20, 2016 Here's a few images of a new toy BAF will be getting Soonâ„¢ http://imgur.com/a/dMS0r Edit: Forgot to credit bravo93 over at 16aa for his help with this, he was kind enough to give me what he had started and it was taken from there. You can expect to see more cool changes/features added into the BAF MRAPs in the future so look out for them :) 11 Share this post Link to post Share on other sites
Lugi 25 Posted May 20, 2016 Wolfhound! Looking awesome as always 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 20, 2016 Soonâ„¢ I like that! How about this: WhenItsReadyâ„¢ :D 1 Share this post Link to post Share on other sites