Jump to content
Αplion

I need a help on my turret config pls ..

Recommended Posts

I'm building a new APC and I need to have smokelauncher weapon capability on Commander turret ... I can't figure out the reason that does not firing even if everything else working fine. Can you please assist me on that.

 

class Turrets: Turrets
		{
			class MainTurret: MainTurret
			{
				class Turrets{};
				memoryPointsGetInGunner="pos gunner";
				memoryPointsGetInGunnerDir="pos gunner dir";
				gunnerGetInAction = "GetInAMV_cargo";
				gunnerGetOutAction = "GetOutLow";
				body="mainTurret";
				gun="mainGun";
				gunBeg="Usti hlavne";
				gunEnd="Konec hlavne";
				selectionFireAnim="zasleh";
				gunnerName = "Gunner";
				viewGunnerInExternal = 1;
				castGunnerShadow = 0;
				forceHideGunner = 0;
				gunnerFireAlsoInInternalCamera = true;
				gunnerOpticsShowCursor = 0;
				gunnerOutOpticsShowCursor = 0;
				ejectDeadGunner = 0;
				gunnerForceOptics = 0;
				turretInfoType = "RscOptics_APC_Tracked_03_gunner";
				weapons[] = {"HAFM_MK30F","missiles_titan"};
				magazines[] = {"180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","180Rnd_30mm_MK30F_MP_Tracer_Red","60Rnd_30mm_MK30F_APFSDS_Tracer_Red","60Rnd_30mm_MK30F_APFSDS_Tracer_Red","2Rnd_GAT_missiles_O"};
				
				soundServo[]=
				{
					"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner",
					0.15,
					2,
					30
				};
				soundServoVertical[]=
				{
					"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner_vertical",
					0.15,
					2,
					30
				};

				gunnerAction="gunner_MRAP_01";
				gunnerInAction="gunner_MRAP_01";
				stabilizedInAxes=3;
				memoryPointGunnerOptics="PIP0_dir";
				inGunnerMayFire = 1;
				outGunnerMayFire = 0;
				gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F";
				gunnerOutOpticsModel = "";
				discreteDistance[]={50,100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500};
				discreteDistanceInitIndex=1;
				usePip=1;
				minElev=-25;
				maxElev=60;
				initElev = 0;
				minTurn = -360;
				maxTurn = 360;
				initTurn = 0;

				class ViewGunner: ViewGunner
				{
					initAngleX = -9;
					initAngleY = 0;
					initFov = 0.9;
					minFov = 0.25;
					maxFov = 1.25;
					minAngleX = -65;
					maxAngleX = 85;
					minAngleY = -150;
					maxAngleY = 150;
					minMoveX = -0.075;
					maxMoveX = 0.075;
					minMoveY = -0.075;
					maxMoveY = 0.075;
					minMoveZ = -0.075;
					maxMoveZ = 0.1;
				};
				class ViewOptics: RCWSOptics
				{
					visionMode[] = {"Normal","NVG","TI"};
				};
				class Components: Components
				{
					class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftGunner
					{
						class Components: components
						{
							class VehicleMissileDisplay
							{
								componentType = "TransportFeedDisplayComponent";
								source = "Missile";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {4000,2000,1000,8000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
					class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightGunner
					{
						defaultDisplay = "SensorDisplay";
						class Components: components
						{
							class VehicleMissileDisplay
							{
								componentType = "TransportFeedDisplayComponent";
								source = "Missile";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {4000,2000,1000,8000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
				};
				class HitPoints
				{
					class HitTurret
					{
						armor = -250;
						material = -1;
						armorComponent = "hit_main_turret";
						name = "hit_main_turret_point";
						visual = "otocvez";
						passThrough = 0;
						minimalHit = 0.03;
						explosionShielding = 0.4;
						radius = 0.25;
						isTurret = 1;
					};
					class HitGun
					{
						armor = -250;
						material = -1;
						armorComponent = "hit_main_gun";
						name = "hit_main_gun_point";
						visual = "otochlaven";
						passThrough = 0;
						minimalHit = 0.03;
						explosionShielding = 0.2;
						radius = 0.2;
						isGun = 1;
					};
				};
				class MFD
				{
					class MFD_1
					{
						topLeft="MFD_1_TL";
						topRight="MFD_1_TR";
						bottomLeft="MFD_1_BL";
						borderLeft=0;
						borderRight=0;
						borderTop=0;
						borderBottom=0;
						color[]={0.83999997,0.86000001,0.83999997};
						alpha=1;
						enableParallax=0;
						font="RobotoCondensedLight";
						class Bones
						{
						};
						class Draw
						{
							color[]={1,0,0,1};
							alpha=0.5;
							class Driver_Heading
							{
								type="text";
								source="[x]turretworld";
								sourceScale=1;
								sourceLength=3;
								scale=1;
								align="right";
								refreshRate=0.079999998;
								pos[]=
								{
									{0.62,0.73000002},
									1
								};
								right[]=
								{
									{0.66000003,0.73000002},
									1
								};
								down[]=
								{
									{0.62,0.76999998},
									1
								};
							};
						};
					};
				};
			};
			class CommanderOptics: CommanderOptics
			{
				memoryPointsGetInGunner="pos commander";
				memoryPointsGetInGunnerDir="pos commander dir";
				memoryPointGunnerOutOptics = "";
				memoryPointGunnerOptics = "commanderview";
				gunnerGetInAction = "GetInAMV_cargo";
				gunnerGetOutAction = "GetOutLow";
				gunnerName = "Commander";
				selectionFireAnim="";
				minElev = -10;
				maxElev = 30;
				initElev = 0;
				minTurn = -360;
				maxTurn = 360;
				initTurn = 0;
				minCamElev = -90;
				maxCamElev = 90;
				weapons[] = {"SmokeLauncher"};
				magazines[] = {"SmokeLauncherMag"};
				soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_comm",0.56234133,1,30};
				soundServoVertical[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_comm",0.56234133,1,30};
				outGunnerMayFire = 0;
				inGunnerMayFire = 1;
				gunnerFireAlsoInInternalCamera = 1;
				gunnerOpticsShowCursor = 0;
				gunnerOutOpticsShowCursor = 0;
				ejectDeadGunner = 0;
				gunnerAction="gunner_MRAP_01";
				gunnerInAction="gunner_MRAP_01";
				turretInfoType = "RscOptics_MBT_01_commander";
				gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Commander_02_F";
				gunnerforceoptics = 0;
				usePip = 2;
				gunnerHasFlares = 1;
				turretFollowFreeLook = 2;
				viewGunnerShadowAmb = 0.5;
				viewGunnerShadowDiff = 0.05;
				gunnerOpticsEffect[] = {};
				forceHideGunner = 0;
				viewGunnerInExternal = 1;

				class ViewGunner: ViewCargo
				{
					initAngleX = -6;
					initAngleY = 0;
					initFov = 0.9;
					minFov = 0.25;
					maxFov = 1.25;
					minAngleX = -65;
					maxAngleX = 85;
					minAngleY = -150;
					maxAngleY = 150;
					minMoveX = -0.075;
					maxMoveX = 0.075;
					minMoveY = -0.075;
					maxMoveY = 0.075;
					minMoveZ = -0.075;
					maxMoveZ = 0.1;
				};
				class ViewOptics: ViewOptics
				{
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.31;
					minFov = 0.034;
					maxFov = 0.31;
					visionMode[] = {"Normal","NVG","TI"};
					thermalMode[] = {2,3};
				};
				startEngine = 0;
				stabilizedInAxes = 3;
				maxHorizontalRotSpeed = 1.8;
				maxVerticalRotSpeed = 1.8;
				class HitPoints
				{
					class HitComTurret
					{
						armor = 0.1;
						material = -1;
						armorComponent = "hit_com_turret";
						name = "hit_com_turret_point";
						visual = "-";
						passThrough = 0;
						minimalHit = 0.1;
						explosionShielding = 1;
						radius = 0.15;
						isTurret = 1;
					};
					class HitComGun
					{
						armor = 0.1;
						material = -1;
						armorComponent = "hit_com_gun";
						name = "hit_com_gun_point";
						visual = "-";
						passThrough = 0;
						minimalHit = 0.1;
						explosionShielding = 1;
						radius = 0.15;
						isGun = 1;
					};
				};
				startEngine = 0;
				class Components
				{
					class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftCommander
					{
						class Components: components
						{
							class VehicleMissileDisplay
							{
								componentType = "TransportFeedDisplayComponent";
								source = "Missile";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {4000,2000,1000,8000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
					class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightCommander
					{
						defaultDisplay = "SensorDisplay";
						class Components: components
						{
							class VehicleMissileDisplay
							{
								componentType = "TransportFeedDisplayComponent";
								source = "Missile";
							};
							class SensorDisplay
							{
								componentType = "SensorsDisplayComponent";
								range[] = {4000,2000,1000,8000};
								resource = "RscCustomInfoSensors";
							};
						};
					};
				};
			};
		};

Thanks in advance for any possible help might be provided.

Share this post


Link to post
Share on other sites

A bit late and only a wild guess as the config snippet looks good so far.

Do you have smokeLauncherOnTurret=1; in your config?
And if necessary, do you have memory points defined from where the smoke is launched from?

Share this post


Link to post
Share on other sites
12 hours ago, W0lle said:

A bit late and only a wild guess as the config snippet looks good so far.

Do you have smokeLauncherOnTurret=1; in your config?
And if necessary, do you have memory points defined from where the smoke is launched from?

 

It is not late reply as this item is still a remain on my vehicle.

Yes I already have the smokeLauncherOnTurret=1; in config but makes no difference. Now about memory points, I thought that no more used and especially as my vehicle inherits from Tank_F class ...

(I've another similar vehicle which working fine without memory points for CMs).

Share this post


Link to post
Share on other sites

Have you also edited the class Components for the main body of the vehicle in addition to the ones in Turrets? The vehicle has possibly lost class TransportCountermeasuresComponent.

IIRC Components is one of those special classes like Turrets that need subclasses to be restored when making changes

 

Components should include this line

class TransportCountermeasuresComponent{};

But I am not sure if that only needs to be on the base vehicle (i.e where the countermeasure parameters are typically defined) or if it need to be in the target turret too. I have only needed to add it on aircraft, where the pilot in the main body of the vehicle is the one who controls the countermeasures.

Nothing more needs to be defined inside the TransportCounterMeasuresComponent class {}; brackets so you don't need to figure out some inheritance for it. So long as the class is there.

  • Like 1

Share this post


Link to post
Share on other sites
27 minutes ago, da12thMonkey said:

Have you also edited the class Components for the main body of the vehicle in addition to the ones in Turrets? The vehicle has possibly lost class TransportCountermeasuresComponent.

IIRC Components is one of those special classes like Turrets that need subclasses to be restored when making changes

 

Components should include this line


class TransportCountermeasuresComponent{};

But I am not sure if that only needs to be on the base vehicle (i.e where the countermeasure parameters are typically defined) or if it need to be in the target turret too. I have only needed to add it on aircraft, where the pilot in the main body of the vehicle is the one who controls the countermeasures.

Nothing more needs to be defined inside the TransportCounterMeasuresComponent class {}; brackets so you don't need to figure out some inheritance for it. So long as the class is there.

 

And that was the problem and solution !! I can't find proper words to thank you my friend !! I've placed that line of code to both turret and vehicle under Components class (maybe to much but I'd like to give a starting try) ... worked like a charm !!

 

Thanks m8, appreciated .. consider I owe you one  🙂

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

×