Ex3B 265 Posted September 12, 2017 So I've been playing around with making "Up-Gunned" armored vehicles by simple init editing, and both vehicles that I'd like to use in various missions/scenarios have significant crew capacities... ie the SlammerUp and the Mora. Is there anyway I can block off those seats so that only the gunner/commander/driver seats can be entered? I started with the SlammerUp, removing the 105mm gun and replacing it with a 120mm, then increased the ammo storage... I'm thinking about lowering its mass (will this affect acceleration? if not, then I'd leave it alone) - I want to make a init edited version that is a pure MBT, with no crew capacity. Likewise, I'm looking at using the Mora as a stand in for a syndicate tank, but up-gunnned with no crew capacity*. So far I've played with giving it a 40mm autocannon instead of 30mm, with 2x the ammo of the Marshall. I also played around with giving it a 105mm gun, but only HE and no Sabot rounds (but its model would really not fit its armament in this case). Anyway, I want only the driver/gunner/commander seats to be accessible, any way to do this? *side note, is there any way to add a commander MG to tanks that don't have one, I've tried addWeaponTurret, but no turret path seems to give a weapon to the commander. Share this post Link to post Share on other sites
das attorney 857 Posted September 12, 2017 You could lock the seats https://community.bistudio.com/wiki/lockTurret https://community.bistudio.com/wiki/lockCargo If they can still get into those seats by switching seats once they're in the tank, use a seatSwitched eventhandler to put the players back where they should be. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched 3 Share this post Link to post Share on other sites
pierremgi 4736 Posted September 13, 2017 Add a 12.7 HMG on commander turret (marshall) : myAPC addMagazineTurret ["500Rnd_127x99_mag",[0,0]]; myAPC addWeaponTurret ["HMG_127_APC",[0,0]]; Note: The mass of vehicles are not affected by crew (no change). Yes, I know, it's weird. 1 Share this post Link to post Share on other sites
Tajin 348 Posted September 13, 2017 You can put gamelogic entitties on the seats to block them. 1 Share this post Link to post Share on other sites
Ex3B 265 Posted September 13, 2017 15 hours ago, das attorney said: You could lock the seats https://community.bistudio.com/wiki/lockTurret https://community.bistudio.com/wiki/lockCargo If they can still get into those seats by switching seats once they're in the tank, use a seatSwitched eventhandler to put the players back where they should be. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#SeatSwitched lockCargo does it, I can't switch into the cargo seats after getting in, so it seems that the seatSwitched thing is not needed. 6 hours ago, pierremgi said: Add a 12.7 HMG on commander turret (marshall) : myAPC addMagazineTurret ["500Rnd_127x99_mag",[0,0]]; myAPC addWeaponTurret ["HMG_127_APC",[0,0]]; Note: The mass of vehicles are not affected by crew (no change). Yes, I know, it's weird. Well, I wasn't really asking about crew mass changes, I was just thinking about using https://community.bistudio.com/wiki/setMass if it would make the tank climb hills and accelerate a bit better (I'm imagining that some of the crew space could be used for a bigger engine) - but if changing the mass doesn't affect acceleration of the power:weight ratio of the tank, then I certainly won't bother. Since you seem to know about turret paths... is there a turret path for the targeting camera view of the jets and the new drones? I'd like to give the new drone a mk200 machinegun and 1x 200 rd belt, but using [-1] for the turret path makes it fire fixed forward, which isn't what I want. Share this post Link to post Share on other sites
Tajin 348 Posted September 13, 2017 You can easily find out: https://community.bistudio.com/wiki/allTurrets 2 Share this post Link to post Share on other sites