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