dob 0 Posted December 3, 2006 what the command to MOVEINGUNER for the second place i'v try moveinturret but allways btd thank source for command "moveinturret" wikipedia Share this post Link to post Share on other sites
Lonewolf1980 0 Posted December 3, 2006 try moveincargo Share this post Link to post Share on other sites
dob 0 Posted December 3, 2006 that for going to cargo ^^ i want the command to move in 2nd turret on ship or heli but thank Share this post Link to post Share on other sites
Romolus 0 Posted December 3, 2006 MoveinCargo won't work for what he's trying to do. The moveinTurret command works fine here. You have to be careful about how the turrets are done in the vehicle config. Since turrets can also have (sub-)turrets, you need to specify the path to the turret you want. For example the M1A1 tank has the following turret config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Turrets : Turrets { class MainTurret : MainTurret { class Turrets : Turrets { class CommanderOptics : CommanderOptics { }; }; }; }; So to get a gunner in you need to use the following turret path: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 moveinTurret [tank,[0]](First turret is the main turret.) And to get the commander into his turret: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 moveinTurret [tank,[0,0]](First turret on the main turret is the commander's.) Now the Blackhawk has a different turret structure in the config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Turrets : Turrets { class MainTurret : MainTurret { }; class RightDoorGun : MainTurret { }; }; So to get the first gunner in you need: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 moveinTurret [helo,[0]](First turret on the helo.) And to get the second gunner in you need: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 moveinTurret [helo,[1]](second turret on the helo.) The RHIB boat with the two turrets has the same structure than the Blackhawk. If you try to specify a turret that's not there in the config (eg. trying man1 moveinTurret [helo,[0,0]] for the Blackhawk), the game will instantly crash. Share this post Link to post Share on other sites
maxqubit 1 Posted February 6, 2007 For every moveinxxx there is an assignasxxx counterpart except for moveinturret. I don't see an assignasturret command!? I would like to do something like the following man1 assignasTurret [helo,[1]] [man1] ordergetin true I could try things myself but perhaps someone could enlighten me (btw, anyone know if a movetoxxx is an implicit assigntoxxx?) Share this post Link to post Share on other sites
Big Dawg KS 6 Posted February 6, 2007 For every moveinxxx there is an assignasxxx counterpart except for moveinturret. I don't see an assignasturret command!?I would like to do something like the following man1 assignasTurret [helo,[1]] [man1] ordergetin true I could try things myself but perhaps someone could enlighten me (btw, anyone know if a movetoxxx is an implicit assigntoxxx?) It's been made clear that there is a lack of some badly needed turret commands, unfortunately multiple turrets throws off a lot of the current commands (not just movein/assignas commands, but even commands like gunner, add/removeweapon, etc...) which were originally created for the OFP system (1 driver, 1 gunner, 1 commander per vehicle). A simple turret command would work I suppose, which would take the place of the vehicle so as to target a specific turret for a command (as if the turret where a vehicle): Ex: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit assignasgunner (turret [_heli,[1]]); (turret [_tank,[1]]) addmagazine _mgmag; _gunner2 = gunner (turret [_ship,[1]]); Just an idea, but the problem is there, hopefully BIS is aware of it (and willing to work on it). Share this post Link to post Share on other sites
warpuppy 0 Posted March 10, 2007 Hi there Has anyone manged to find a solution to this problem of assigning the 2nd gunner position I may ask a stupid question on this does the blackhawk have a crew of 4 1. pilot 2. co pilot 3. gunner1 4. gunner 2 If anyone can put me right would be most appreciated thanks in advance Share this post Link to post Share on other sites
Balschoiw 0 Posted March 10, 2007 How about reading the thread ? Share this post Link to post Share on other sites
warpuppy 0 Posted March 10, 2007 Sorry But i am right noob at this i have read the entire post and still dont understand , thats WHY i have asked Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted March 25, 2007 I will speak about this, not from the script point of view. Just like the real game appearing with orders via radio. I noticed this issues in MP (maybe useful) so i will try to use a certain logic from the game itself doing. Well, dunno if with 1.05 version, now the 2ndgunner can be handled sometimes like a real gunner. With gunner (vehicle player), is returning (if present) the object of the player that is occuping the first gunner seat. Well, where i say 'player' you can say 'your AI'. In UH60MG is the left sided, and in RHIB2Turret, the frontsided. But this is the issue: Order an AI to get in gunner (1st one), then order another AI to get in gunner. Surprisingly, the 2nd gunner seat will be occuped, because i think BIS changed this issue from 1.02 to 1.05. In 1.02 (i never had 1.04), if you ordering a 2 x AI gettin gunner, one of them will say "NEGATIVE". Then, you had to put yourself as 2nd gunner, and then, switch to 1st gunner, 'pushing' that AI to 2nd gunner. Then, you again ordering an Ai get in as gunner, he ran to get in as gunner, so you had 2 x AI in gunners seat. As an answer to warpuppy, i will release so soon the entire list of seats, including max seats of each vehicle in ArmA 1.05. Co-pilot is not a seat directly, just that copilot in UH60's is the 1st seat of cargo. At least, ArmA is handling it in this way. In AH6 & AH6 Racs, the one and only cargo seat, you are seeing it as 'co-pilot', but... it's a cargo seat. In MH6 & MH6 Racs the co-pilot, again, is the 1st cargo seat. Another question is, Event Handler "GET IN" and "GET OUT" probably will deal with 2nd gunners as gunners itself, so you can get a event 'fired' by a gunner and again by another gunner, just the 2nd one. Not necessarily the first gunner 'firing' the EH first, and the 2nd one, in the 2nd place. So if you filtering with "gunner (vehicle player)" you will know who is the 2nd gunner, if both seats are occuped. Again, where i say 'player' you can say 'your AI', because i'm always scripting to MP... sry Now with 1.05 version, 2nd gunners is appearing inside the 'crew' command array. Well, i know this, will not help a lot to you all, but maybe is just another detail in the issues of 2nd gunners. Romolus and KyleSarnik got the right way to do it. If you can't understand their scripts, just first put an AI as gunner first, and then another AI as gunner, and probably the last one will seat in the 2nd gunner seat. (Good dog! Another (and last) issue. A weird but effective method to know who is in which seat inside a vehicle, is: - 1st, make a variable with the content that 'crew' command is returning. - 2nd, check each item with distance from the (vehicle player). You will find some interesting results. Those seats that can handle weapons (except the pilot) will throw a variable distance (as gunners can move, not a freezed soldier). Just make your own magic numbers of distance to know who is where in which vehicle. This seems not so useful, but... as an example, put an AI alone in the cargo seats of a UH60. Then, kill him. You now, get in the vehicle. The 'crew' command will throw you an object so strange, not the previous object because the dead AI soldier is still inside, but not alive (still can be checked if is alive or not). Then, go out and get in yourself inside cargo seats. If no more players (AI too) inside cargo... the AI will be thrown out automatically. Because you occuped the same seat as AI did. Well, what is the point of this? Move an AI inside cargo seat when the UH60 is empty. Then, put another more. You now get in as pilot. The 'crew' command will throw you an array with 3 items. Well, now order the first AI disembark (4-1). The array is updated if you doing a loop in the script. Ok, so now the 2nd AI is still in his original seat, but in the array 'seems' that he changed his position. So with the check of distance from the vehicle you can see as a truth who is in which 'numbered' seat (if you wanting to make a list of cargo players/AI so perfectly). So you always can know WHO is that CO-PILOT that is appearing next to pilot/driver. End Share this post Link to post Share on other sites