XTankKiller 9 Posted May 3, 2024 Hi everyone, I'm making a submarine and i cannot watch around nor move the turret when i'm in a turret and i move my mouse in optics mode, i can't figure out why. I followed the wiki and the samples step by step but it doesn't work. Animations work fine in Object builder and i can watch around when i'm not in optics mode. I have the same issue with all my turrets. Here is one turret: class AAMissilesTurret: NewTurret { gunnerCompartments="Compartment1"; gunnerName="AA missiles operator"; proxyType="CPGunner"; proxyIndex = 9; LODTurnedIn = 1100; LODTurnedOut = 1100; LODOpticsIn = 1000; LODOpticsOut = 1000; turretInfoType = "RscOptics_crows"; body = "missiles_rot_z"; gun = "missiles_rot_x"; animationSourceBody = "aa_missiles_z"; animationSourceGun = "aa_missiles_x"; animationSourceStickX="aa_missiles_z"; animationSourceStickY="aa_missiles_x"; turretAxis="missile_turret_z_axis"; //Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input). gunAxis="missile_turret_x_axis"; gunBeg = "missile_end"; gunEnd = "missile_beg"; missileBeg = "missile_end"; missileEnd = "missile_beg"; memoryPointGun = "missile_end"; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best", db3, 1, 40}; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; minElev = -40; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; commanding=-1; ejectDeadGunner=0; memoryPointGunnerOptics="missile_view"; //memoryPointGunnerOutOptics = "missile_view"; weapons[]= { "Laserdesignator_mounted" }; magazines[]= { "Laserbatteries" }; gunnerAction="passenger_generic01_foldhands"; gunnergetInAction="GetInLow"; gunnergetOutAction="GetOutLow"; memoryPointsGetInGunner="pos commander"; memoryPointsGetInGunnerDir="pos commander dir"; usePip=1; Laser=1; stabilizedInAxes=4; gunnerForceOptics=0; startEngine=0; hasGunner=1; hideWeaponsGunner=1; class ViewOptics { initAngleX=0; minAngleX=-360; maxAngleX=360; initAngleY=0; minAngleY=-180; maxAngleY=180; initFov=0.14; minFov=0.0175; maxFov=0.14; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={2,3,4}; }; class ViewGunner : ViewOptics { initAngleX = -15; minAngleX = -45; maxAngleX = 45; initFov = 0.9; minFov = 0.42; maxFov = 0.9; visionMode[] = {}; }; class OpticsIn { class Wide : ViewOptics { initAngleX = 0; minAngleX = -360; maxAngleX = 360; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.3; minFov = 0.3; maxFov = 0.3; visionMode[] = {"NV", "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d"; gunnerOpticsEffect[] = {}; }; class Medium : Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d"; initFov = 0.07; minFov = 0.07; maxFov = 0.07; }; class Narrow : Wide { gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d"; initFov = 0.028; minFov = 0.028; maxFov = 0.028; }; }; }; Here is the CfgModel: class missiles_rot_z { type = "rotationY"; source = "aa_missiles_Z"; selection = "aa_missile.001"; axis = "missile_turret_z_axis"; animPeriod=0; memory = 1; minValue = "rad -360"; maxValue = "rad +360"; angle0 = "rad -360"; angle1 = "rad +360"; }; class missiles_rot_x : missiles_rot_z { type = "rotationX"; source = "aa_missiles_x"; selection = "aa_missile"; axis = "missile_turret_x_axis"; }; And here is the CfgSkeleton: class IARTS_Titanium_boatSkeleton : Default { skeletonInherit = "Default"; skeletonBones[] = { "propeller","", "drivewheel", "", "periscope1","", "periscope2","periscope1", "periscope_glass","periscope2", "periscope_base", "periscope2", "periscope_cam", "periscope_glass", "periscope_tube_cover", "", "antennas_base", "", "communication_antenna1","antennas_base", "satellite_antenna1","antennas_base", "tactical_antenna1","antennas_base", "antenna_cover","", "evac_cover1", "", "evac_cover2", "", "evac_cover3", "", "diver_cover1", "", "diver_cover2", "", "missiles_cover", "", "aa_missile_base", "", "aa_missile.001", "aa_missile_base", "aa_missile", "aa_missile.001", "missile_view", "aa_missile", "missile1", "aa_missile", "missile2", "aa_missile", "missile3", "aa_missile", "missile4", "aa_missile", "missile5", "aa_missile", "missile6", "aa_missile", "missile7", "aa_missile", "missile8", "aa_missile", "missile9", "aa_missile", "missile10", "aa_missile", "missile11", "aa_missile", "missile12", "aa_missile", "missile13", "aa_missile", "missile14", "aa_missile", "missile15", "aa_missile", "missile16", "aa_missile" }; }; I also asked on Discord but no one was able to fix this problem. Can someone please help me ? Share this post Link to post Share on other sites
XTankKiller 9 Posted May 3, 2024 Problem solved. I was extending my submarine class from B_SDV_01_F an when i decided to extend it from Ship_F instead, everything started working. I think i was inheriting bad stuffs. Lesson of the month: do not extend a new vehicle class from a final class ! Share this post Link to post Share on other sites