Tova 130 Posted September 19, 2019 Hello ! I remember back in the older Arma games, when I was playing as a tank commander, I could press the Tab key (Next Target) and the AI gunner would pick the biggest threat and target it. I was playing in Arma 3 today and for some reason, it doesn't seem to work, I also tried the Next Empty Target, Next Target (Vehicle) and Next Empty Target (Vehicle) keys but none of them seems to work ! 😓 Is there anyone who can walk me through it ? PS: I'm not using any mod. Share this post Link to post Share on other sites
Beagle 684 Posted September 19, 2019 29 minutes ago, Tova said: Hello ! I remember back in the older Arma games, when I was playing as a tank commander, I could press the Tab key (Next Target) and the AI gunner would pick the biggest threat and target it. I was playing in Arma 3 today and for some reason, it doesn't seem to work, I also tried the Next Empty Target, Next Target (Vehicle) and Next Empty Target (Vehicle) keys but none of them seems to work ! 😓 Is there anyone who can walk me through it ? PS: I'm not using any mod. Tanks don't have the "radar" anymore, so you need to reproduce the steps a real commander would. Find the target, designate it with T and oder the gunner to attack designated target. 2 Share this post Link to post Share on other sites
Tova 130 Posted September 19, 2019 Thanks @Beaglefor your answer ! I find it unfortunate that the "Radar" got removed tho 😕 Also for those who might be interested in the future, I made a quick ready-to-use script to emulate that feature. It's binded to the Tab key : tab_radar_EH = (findDisplay 46) displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; //hint format["%1", _key]; if (_key!=15) exitWith{}; _unit=player; _gunner= gunner vehicle player; _targetsArray=_unit nearTargets 10000; _targetsArray=_targetsArray apply {[_x select 3, -1*((_x select 0) distance _unit),_x select 4]}; _targetsArray sort false; _nextTarget=[0,'nothing',objNull]; { if ((isNull assignedTarget _gunner) or (_x select 2!=assignedTarget _gunner)) exitWith {_nextTarget=_x;}; } foreach _targetsArray; if (_nextTarget select 0 < 10) then {_nextTarget=objNull} else {_nextTarget=_nextTarget select 2}; _gunner reveal _nextTarget; (_gunner) doWatch _nextTarget; (_gunner) commandTarget _nextTarget; }]; Share this post Link to post Share on other sites
abefroman 1 Posted September 9, 2021 On 9/19/2019 at 7:18 PM, Tova said: Thanks @Beaglefor your answer ! I find it unfortunate that the "Radar" got removed tho 😕 Also for those who might be interested in the future, I made a quick ready-to-use script to emulate that feature. It's binded to the Tab key : tab_radar_EH = (findDisplay 46) displayAddEventHandler ["KeyDown", { params ["_displayorcontrol", "_key", "_shift", "_ctrl", "_alt"]; //hint format["%1", _key]; if (_key!=15) exitWith{}; _unit=player; _gunner= gunner vehicle player; _targetsArray=_unit nearTargets 10000; _targetsArray=_targetsArray apply {[_x select 3, -1*((_x select 0) distance _unit),_x select 4]}; _targetsArray sort false; _nextTarget=[0,'nothing',objNull]; { if ((isNull assignedTarget _gunner) or (_x select 2!=assignedTarget _gunner)) exitWith {_nextTarget=_x;}; } foreach _targetsArray; if (_nextTarget select 0 < 10) then {_nextTarget=objNull} else {_nextTarget=_nextTarget select 2}; _gunner reveal _nextTarget; (_gunner) doWatch _nextTarget; (_gunner) commandTarget _nextTarget; }]; Sorry for the noon question. But how do I insert this script and it would have to be used in very vehicle I want to have that feature? Share this post Link to post Share on other sites