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XTankKiller

Turrets not moving in optics mode

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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 ?

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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 !

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