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Missiles Turret issue - need help please

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mrwf47.png

 

I have this missiles turret as shown above, fitted on a ship. This turret - weapon is controlled by ship gunner and each of these missiles (magazines in fact) are correct settled and working properly.

 

My issue is that, whatever I've tried so far playing with animations, I can't make these missiles to be hided each time fired. So far the only thing happening is to be hided both when and the second missile will be fired (nothing is happening when the first missile is fired).

 

I've been tried many cases of animation and sources combination so I'm not posting anything here unless is needed or asked.

 

Thanks in advance for any help.

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easy to fix ap, hit me up on skype so we can share screens and we'll get that working in a jiffy

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1 minute ago, eggbeast said:

easy to fix ap, hit me up on skype so we can share screens and we'll get that working in a jiffy

 

Mate, please PM me here as I'm from a recently formated PC and I haven't working skype account yet ... if this is still a problem ... let me do it tomorrow ... thanks for the help bro :)

 

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much quicker to skype ap. much quicker.

i have configged turrets like this already, so im pretty sure i can make it work

 

or just pm me a link to your model and i'll have a go tonight

 

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1 minute ago, eggbeast said:

much quicker to skype ap. much quicker.

i have configged turrets like this already, so im pretty sure i can make it work

 ok mate, I'll make it work tomorrow and contact you ... ty again ..

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np, i need to speak to you anyways, so good timing

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You can make them magazine hide selections, similar to how you do the last few bullets on ammo belts.  That's the easy way if you will never have any other type of weapon on that "pylon". 

 

This is basically what I use...

Spoiler

			class magazine_hide {
				type="hide";
				source="missile_reloadMagazine";
				selection="launcher";
				minValue=0.05; 
				maxValue=0.3;
				hideValue=0.5;
			};
			class Missile1 {
				type="hide";
				source="missile_revolving";
				selection="Missile1";
				sourceAddress="mirror";
				minValue = -1;
				maxValue = 0;
				minphase = -1;
				maxphase = 0;
				hideValue = 0.01;
			};
			class Missile2: Missile1 {
				selection="Missile2";
				hideValue = 0.95;
			};

 

Forgot to add - remember only 1 animation per bone, so the "nested" animations of turret/gun movement and hide make you have to do something like this.  "Shells" is the "dummy" bone to separate the animations.  You could call it anything...

 

			"mainGun","MainTurret",
			"shells","mainGun",
			"missile2","shells",
			"missile1","missile2",

 

 

 

If you DO have multiple weapons you must go through the "song and dance" of adding the cfgNonAIVehicles portion for the proxy.  That info is found in the BIKI...

 

 

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12 hours ago, hcpookie said:

You can make them magazine hide selections, similar to how you do the last few bullets on ammo belts.  That's the easy way if you will never have any other type of weapon on that "pylon". 

 

This is basically what I use...

  Hide contents


			class magazine_hide {
				type="hide";
				source="missile_reloadMagazine";
				selection="launcher";
				minValue=0.05; 
				maxValue=0.3;
				hideValue=0.5;
			};
			class Missile1 {
				type="hide";
				source="missile_revolving";
				selection="Missile1";
				sourceAddress="mirror";
				minValue = -1;
				maxValue = 0;
				minphase = -1;
				maxphase = 0;
				hideValue = 0.01;
			};
			class Missile2: Missile1 {
				selection="Missile2";
				hideValue = 0.95;
			};

 

Forgot to add - remember only 1 animation per bone, so the "nested" animations of turret/gun movement and hide make you have to do something like this.  "Shells" is the "dummy" bone to separate the animations.  You could call it anything...

 


			"mainGun","MainTurret",
			"shells","mainGun",
			"missile2","shells",
			"missile1","missile2",

 

 

 

If you DO have multiple weapons you must go through the "song and dance" of adding the cfgNonAIVehicles portion for the proxy.  That info is found in the BIKI...

 

 

 

Can you please clarify what "launcher" selection bone should be on "magazine_hide" part ? also is it possible to also write the config.cpp animations data needed to add ?

 

Ignore the above ... I figured out and now is working like a charm :)

 

I had to change to be both missiles in one magazine and give them a name as "mag" (in your case "launcher" I guess) ... then everything worked fine.

 

Thanks a lot for your help mate ... I owe you one :)

 

P.S. .. @eggbeast ... I've created a new skype account and I've been sent you an invitation to add me to your contacts.

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But now ... the turret is working fine as I said .... but I've this issue with turret gunner which supposed that should be into the boat cabin ... confused ...

 

 

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Glad to hear it works.  As I said that is the easiest way to do things when you have a turret that you can guarantee will not ever use any other type of missile.  Which could be seen as a DISADVANTAGE for using that solution I suppose...

 

The ADVANTAGE of that solution is that since you aren't using the cfgNonAIVehicles solutions like on a plane pylon, etc, that you get to see the reloads.  I always tweak my magazinereload values so they don't instantly reappear.  Like a 20-45 second reload time...

 

Nice vid... multiple gunners!  Oh the fun.  The gunner proxies will be numbered e.g. gunner.001, gunner.002 etc. in the 3D model.  There's a "proxyIndex" value for the turret.  The index needs to match the proxy number in the 3D model.  When multiple gunners occupy the same spot, I've realized I forgot to index them correctly.  It looks to me like they are both gunner.01 / gunner.001 or they don't have that proxyIndex value in the config.

 

Love your tagline by the way:  " Stop asking me to share my 3d models. I won't, so don't send me more PMs "  LOL - that should be the forum tagline :)

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2 hours ago, hcpookie said:

Glad to hear it works.  As I said that is the easiest way to do things when you have a turret that you can guarantee will not ever use any other type of missile.  Which could be seen as a DISADVANTAGE for using that solution I suppose...

 

The ADVANTAGE of that solution is that since you aren't using the cfgNonAIVehicles solutions like on a plane pylon, etc, that you get to see the reloads.  I always tweak my magazinereload values so they don't instantly reappear.  Like a 20-45 second reload time...

 

Nice vid... multiple gunners!  Oh the fun.  The gunner proxies will be numbered e.g. gunner.001, gunner.002 etc. in the 3D model.  There's a "proxyIndex" value for the turret.  The index needs to match the proxy number in the 3D model.  When multiple gunners occupy the same spot, I've realized I forgot to index them correctly.  It looks to me like they are both gunner.01 / gunner.001 or they don't have that proxyIndex value in the config.

 

Love your tagline by the way:  " Stop asking me to share my 3d models. I won't, so don't send me more PMs "  LOL - that should be the forum tagline :)

 

In fact I'm using the cfgNonAIVehicles but still is fine the way you shown me. 

 

As for the other issue with the gunners ... I have them correct numbered into my p3d as well as in turrets as proxyindex values ... but still I'm getting that you show in video. That issue caused after implement the turret configuration as you told me, so I'll start removing some things to see if this is causing the issue (even if the missiles hiding issue has gone).

 

As for the tagline ... probably you are the only one who read it so far :) :)

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ok I don't get it ... these are my turrets configuration ... into my p3d I've 2 gunners one for the machnegun numbered .001 and another one for missiles turret numbered .002 ... each one is on given position and the missiles turret gunner is sitting into the cabin next to driver position. What may causing this issue showning on video above ? 

 

class Turrets: Turrets
		{
			class mainTurret : NewTurret
			{
				body = "mainTurret";
				gun = "mainGun";
				
				animationSourceBody = "mainTurret";
				animationSourceGun = "mainGun";
				gunnerAction = "gunner_standup01";
				gunnerInAction="gunner_standup01";
				gunnerGetInAction = "GetInHigh";
				gunnerGetOutAction = "GetOutHigh";
				ejectDeadGunner = 0;
				outGunnerMayFire = 1;
				inGunnerMayFire = 1;
				//primaryGunner = 1;
				//primaryObserver = 1;
				memoryPointGunnerOptics = "gunnerview";
				gunnerOpticsModel = "\A3\weapons_f\reticle\optics_empty";
				gunnerForceOptics = 0;
				gunnerOpticsShowCursor = 0;
				gunnerOutOpticsShowCursor = 0;
				hasGunner= 1;
				weapons[] = {"HMG_M2"};
				magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};
				soundServo[] = {"A3\sounds_f\dummysound",0.01,1.0,10};
				minElev = -25; 
				maxElev = 60;
				proxyIndex = 1;
				//commanding = 1;

				particlesDir = "konec hlavne";
				particlesPos = "usti hlavne";
				memoryPointGun = "usti hlavne";
				selectionFireAnim = "zasleh";
				
				proxyType = "CPGunner";
				viewGunnerInExternal = 1;
				castGunnerShadow = 1;
				stabilizedInAxes = "StabilizedInAxesNone";
				gunnerRightHandAnimName = "OtocHlaven_shake";
				gunnerLeftHandAnimName = "OtocHlaven_shake";
				
				class GunFire: WeaponCloudsMGun
				{
					interval = 0.01;
				};
	
				class Turrets{};
				class ViewOptics {
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.42;
					minFov = 0.22;
					maxFov = 0.64;
				};
				class HitGun {
						armor = 0.2;
						material = 54;
						name = "otochlaven";
						visual = "otochlaven";
						passThrough = 0;
				};
			};
			
			class Misturret: NewTurret
			{
				class HitPoints
				{
					class HitTurret
					{
						armor = 0.8;
						material = 60;
						name = "turretB";
						visual = "turretB";
						passThrough = 1;
					};
					class HitGun
					{
						armor = 0.6;
						material = 60;
						name = "misGun";
						visual = "misGun";
						passThrough = 1;
					};
				};
				stabilizedInAxes = 4;
				body = "turretB";
				gun = "misGun";
				animationSourceBody = "turretB";
				animationSourceGun = "misGun";
				gunnerAction = "passenger_generic01_foldhands";
				gunnerName = "Missiles Operator";
				turretInfoType = "RscOptics_crows";
				gunnerForceOptics = 0;
				proxyIndex = 2;
				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;
				hasGunner = 1;
				maxHorizontalRotSpeed = 1;
				maxVerticalRotSpeed = 1;
				weapons[] = {"HAFM_AGM65_Launcher"};
				magazines[] = {"HAFM_Maverick_mag"};
				//memoryPointGunnerOutOptics = "gunnerview2";
				memoryPointGunnerOptics = "gunnerview2";
				memoryPointsGetInGunner = "pos gunner";
				memoryPointsGetInGunnerDir = "pos gunner dir";
				
				missileBeg = "mis3_beg"; 
                missileEnd = "mis3_end";
				gunBeg = "mis3_beg";
				gunEnd = "mis3_end";
				
				showgunneroptics = 1;
				startEngine = 0;
				forceHideGunner = 0;
				gunnerCanSee = 31;
				radarType = 2;
				outGunnerMayFire = 1;
				inGunnerMayFire = 1;
				sensitivity = 2;
				LODTurnedIn = 1100;
				LODTurnedOut = 1100;
				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;
					};
				};
			};
		};

 

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ok I'm stuck ... there is no logical explanation of what may cause this issue ... everything seems to be in order and still the missiles gunner doing the same thing as shown in video above ... plus that it is not member of the ship crew !! is in the crew group but not in any position !! ... 

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proxyType = "CPGunner";

in both turrets may be the cause

or else maybe try setting one as primary gunner (index 1)

 

your issue looks to me as though the gunner is "ejecting" from the turret automatically

as you have no roadway he is defaulting to that bumping animation

 

we had doorgunners ejecting from the hueys in unsung a while back. i am almost certain that this was caused by us having primarygunner = 1 inherited in multiple turrets

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11 minutes ago, eggbeast said:

proxyType = "CPGunner";

in both turrets may be the cause

or else maybe try setting one as primary gunner (index 1)

 

your issue looks to me as though the gunner is "ejecting" from the turret automatically

as you have no roadway he is defaulting to that bumping animation

 

we had doorgunners ejecting from the hueys in unsung a while back. i am almost certain that this was caused by us having primarygunner = 1 inherited in multiple turrets

 

Well I've tried to remove "CPGunner" as well to set the first gunner as primary but no luck ... it seems that this gunner is ejecting somehow of the ship but still I can't figure out why. I've four more ships with similar configuration and none of them have this issue ...

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ok thanks to eggbeast, problem solved ... primaryGunner = 0; made the trick for the missiles gunner ... thanks mate.

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Weapons test final result ... thanks for support guys.

 

 

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