Jump to content
eggbeast

twin tracers in an airplane turret - is it possible?

Recommended Posts

this creates 2 tracers from the twin M2 50cals in our boats (in gunner turret)

NB: it would also work in an APC or tank (i.e. shilka or tunguska)

			class MainTurret: MainTurret
			{
//weapons
				weapons[] = {"UNS_M2x2"};
				magazines[] = {"uns_200Rnd_127x99_M2","uns_200Rnd_127x99_M2","uns_200Rnd_127x99_M2HE","uns_200Rnd_127x99_M2AP","uns_200Rnd_127x99_M2","uns_200Rnd_127x99_M2","uns_200Rnd_127x99_M2HE","uns_200Rnd_127x99_M2AP"};
//gun
				body = "OtocVez";
				gun = "OtocHlaven";
				selectionFireAnim = "zasleh";
				memoryPointGun[] = {"usti_hlavne_1","usti_hlavne"};
//view
				memoryPointGunnerOptics = "gunnerview";
			};

this creates quad tracers in our A1 skyraider (in pilot, not in turret)

		weapons[] = {"Uns_M2_4x20mm","uns_suu11a_gunpod"};
		magazines[] = {"Uns_720Rnd_Skyraider_4x20mm","uns_1500Rnd_762x51_M134_twin"};
		selectionFireAnim = "zasleh";
		memoryPointGun[] = { "muzzle1", "muzzle2", "muzzle3", "muzzle4" };

so i'm trying to make triple tracers work in an AIRCRAFT TURRET, but nothing works...

am i correct in I assuming the engine remains limited for aircraft turrets?

		class Turrets
		{
			class MainTurret: NewTurret
			{
				weapons[] = {"Uns_Triple_M134"};
				magazines[] = {"uns_24000Rnd_762x51_M134_triple"};
				memoryPointGun[] = { "muzzle_1", "muzzle_2", "muzzle_3"};//triple tracers
//				gunBeg[] = { "muzzle_1", "muzzle_2", "muzzle_3"};
//				gunEnd[] = { "chamber_1", "chamber_2", "chamber_3"};
				gunBeg = "muzzle_1";
				gunEnd = "chamber_1";
				body = "MainTurret";
				gun = "MainGun";
				animationSourceBody = "MainTurret";
				animationSourceGun = "MainGun";
				selectionFireAnim = "zasleh";
			};
		};

weapon cfg

	class Uns_Triple_M134: uns_M134_twin_base
	{
		scope = 2;
		displayName = "3x GAU-2B/A 7.62mm";
		magazines[] = {"uns_24000Rnd_762x51_M134_triple"};
		ballisticscomputer = 2;
		WeaponInfoType = "RscWeaponRangeZeroing";
		discreteDistance[] = {250,500,750,1000,1250,1500,1750,2000,2250,2500,2750,3000,3250,3500};
		discreteDistanceInitIndex = 2;
//		memoryPointGun[] = { "muzzle_1", "muzzle_2", "muzzle_3"};
		class GunParticles
		{
			class effect1
			{
				positionName = "muzzle_1";
				directionName = "chamber_1";
				effectName = "MachineGunCloud";
			};
			class effect2: effect1
			{
				positionName = "muzzle_2";
				directionName = "chamber_2";
			};
			class effect3: effect1
			{
				positionName = "muzzle_3";
				directionName = "chamber_3";
			};
			class effect4
			{
				positionName = "M134x3shell1_eject_pos";
				directionName = "M134x3shell1_eject_dir";
				effectName = "MachineGunCartridge2";
			};
			class effect5: effect4
			{
				positionName = "M134x3shell2_eject_pos";
				directionName = "M134x3shell2_eject_dir";
			};
			class effect6: effect4
			{
				positionName = "M134x3shell3_eject_pos";
				directionName = "M134x3shell3_eject_dir";
			};
		};
//sounds
        modes[] = {"HighROF","LowROF","close","short","medium","far"};
        class LowROF: LowROF
        {
            class StandardSound: StandardSound
            {
                begin1[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                begin2[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                begin3[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
            };
            showToPlayer = 1;
            displayName = "3000rpm";
            burst = 1;
            multiplier = 9;
            reloadTime = 0.06;
            soundBurst = 1;
            soundContinuous = 0;
            dispersion = 0.02;
        };
        class HighROF: LowROF
        {
            class StandardSound: StandardSound
            {
                begin1[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                begin2[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                begin3[] = {"\uns_armour_s\m134\m134_fire",1.0,1,2100};
                soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
            };
            displayName = "6000rpm";
            soundBurst = 1;
            dispersion = 0.03;
            reloadTime = 0.03;
        };
        class close: HighROF
        {
            showToPlayer = 0;
            soundBurst = 0;
            burst = 10;
            aiRateOfFire = 0.5;
            aiRateOfFireDistance = 50;
            minRange = 0;
            minRangeProbab = 0.05;
            midRange = 100;
            midRangeProbab = 0.58;
            maxRange = 200;
            maxRangeProbab = 0.04;
        };
        class short: close
        {
            burst = 8;
            aiRateOfFire = 2;
            aiRateOfFireDistance = 300;
            minRange = 50;
            minRangeProbab = 0.05;
            midRange = 200;
            midRangeProbab = 0.58;
            maxRange = 400;
            maxRangeProbab = 0.04;
        };
        class medium: LowROF
        {
            showToPlayer = 0;
            soundBurst = 0;
            burst = 4;
            aiRateOfFire = 3;
            aiRateOfFireDistance = 600;
            minRange = 300;
            minRangeProbab = 0.05;
            midRange = 400;
            midRangeProbab = 0.58;
            maxRange = 600;
            maxRangeProbab = 0.04;
        };
        class far: medium
        {
            burst = 18;
            aiRateOfFire = 5;
            aiRateOfFireDistance = 1000;
            minRange = 500;
            minRangeProbab = 0.05;
            midRange = 600;
            midRangeProbab = 0.4;
            maxRange = 800;
            maxRangeProbab = 0.01;
            dispersion = 0.009;
        };
    };

this is the result - 3x shell drop fx/ muzzle gas fx, but only 1x tracer :(

 

dc3_zpssamisnim.jpg

Share this post


Link to post
Share on other sites

has anyone attempted this?

can BIS guys comment on whether there is an engine limitation, and whether it might be fixable please?

Share this post


Link to post
Share on other sites

ok 1 last bump - I am intending now to make a ticket requesting this gets added in dev branch

does anyone out there actually care? is anyone else working on vietnam/WW2/korea era planes with twin guns in their turrets?

if so please speak up!

Share this post


Link to post
Share on other sites

Have you checked it in a mission where it traces the bullet paths? The guns look pretty close together, so it may not really be really noticeable (only judging from the picture you showed)

If it indeed does not work for airplane turrets, i would definitely be gratefull for a ticket and future implementation. I haven't gotten to the stage of multi-turreted airplanes with my scifi mod yet, but it would definitely be an issue in future for me too.

Share this post


Link to post
Share on other sites

i have tested several planes - none work. only the gunbeg / gunend points work, which are the first muzzle in the array.

Share this post


Link to post
Share on other sites

i was messing around with it and got it to work on class helicopter but not plane......

Share this post


Link to post
Share on other sites

yeah thanks man - appreciate the feedback. you will find multi tracers work on planes in pilot "turret" but not in mainturret or subclasses, so if yo uwant your weapons to move, you're out of luck for multiple tracers in planes atm. choppers, boats and tanks all work great too..

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

×