cervantes   330 Posted October 9, 2023 This second post is for troublshooting with vehicle turret and zeroing animation source in model.cfg and zeroing scripting commands.  i actualy use a useraction and zoom in and zoom out with shortcut for zeroing my optic animations 🙂 inspired from sparehead dlc. i use this way for creating my custom turrets optics.  based on a rco optic lens system i just animate my reticles with a engine animations source.  of course zeroing animation source is not detected by the engine and scripting commands return always a same result. the muzzles is not detected corretly. and zeroing totaly ignored.  a script  _unit = _this select 0; _unit selectWeaponTurret ["88mm",[1]]; #loop _muzzle = currentMuzzle (gunner (vehicle _unit)); ;_weapon = currentWeapon (vehicle _unit); ;_weapon = _unit weaponsTurret [0]; _weapon = currentWeapon (gunner _unit); private _currentzeroing = vehicle _unit currentZeroing [_weapon, _muzzle]; ;_unit animate["zeroing_optic", _currentzeroing]; _anim = _unit animationphase "zeroing_optic"; cuttext[format["zeroing: %1,  optic anim: %2,  muzzle: %3",_currentzeroing,_anim,_muzzle],"plain down",0.6]; ~0.5 goto "loop";  all rem values working for return the mussles and current zeroing on human units 🙂 but not on the vehicle turrets.  sparhead dlc use one other system but why not fix that turrets troubls with a zeroing animation source ? 🙂 for use simply the engine animation sources instead complicates  and resource-intensive ?  friendly.    Share this post Link to post Share on other sites
h4wek   43 Posted October 30, 2024 currentZeroing not working on vehicles unfortunatelly, for that should be new command , the same like for expected position of target (when you see in balistic computer targets dot for targeting behind the Ai knows and computer in turret knows where need to target aim (so why it is impossibile to get out by command - for programming AA ammo this will reduce a lot of external calculations made by enemy vector and aim. getHideFrom is not this what i am talking about beacouse when you get position oor for ehample distance form hidefrom position and target position it is mostly the same. Share this post Link to post Share on other sites