Sentry 0 Posted December 31, 2006 Hi! I was testing around with doing the M1A1 Abrams Automatic, like how in OFP that you can use the driver position and the gunnerposition at the same time... but it wouldnt work I would like to know if it is possible, and if it is possible to use the gunner turret and the commander turret, that you have 3 weapons to shoot If yes, how i have to do it?! could anyone do an example "config" Pls help me! Thanks Sentry Share this post Link to post Share on other sites
Jack Hammersmith 0 Posted January 10, 2007 Ive tried to add "hasgunner = 0", "hascommander = 0" like in original OFP config.bin but it only disabled the positions for playerchoose. Even when adding the same to the turret class the tank will still have gunner and commander seat available but only the driver unit will be added in editor. We really need this feature for our double gunned mech units. So when anyone knows how to fire two guns at the same time with manual fire or auto tank feature pls tell us. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 20, 2007 Have you ever tried to open standart configs for arma ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class T72 : Tank { ... class Turrets : Turrets { class MainTurret : MainTurret { ... class Turrets : Turrets { class CommanderOptics : CommanderOptics {}; I skip a lot of stuff of course Nothing at a glance ? but let's  see  upper classes: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Tank : LandVehicle { class Turrets { class MainTurret : NewTurret { }; class Turrets { class CommanderOptics : NewTurret { primaryGunner = 0; primaryObserver = 1; commanding = 2; }; And even higher <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class NewTurret { primaryGunner = 1; primaryObserver = 0; primary = 1; hasGunner = 1; commanding = 1; startEngine = 1;}; and again <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All { hasDriver = 1; hasGunner = 0; hasCommander = 0; I guess you got  it. There's nor Gunner nor Commander for the entire vehicle - they are defined for turrets  (if turret is occupied is defined with hasGunner). Play around with standart t72 try to add hasGunner=0 for the _turrets_ and see the results. Trash And name your topic correctly !!! :F Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 20, 2007 Quote[/b] ]So when anyone knows how to fire two guns see http://www.flashpoint1985.com/cgi-bin....hl=bdfy and wait till 1.05 Share this post Link to post Share on other sites
Sentry 0 Posted February 20, 2007 cool thank you very much. i was thinking this topic will go under the dead ones xD I will try it out, and give my status report. it is for the Tiberian Genesis mod, we would like to do that the GDI Wolverine can shoot with his 2 miniguns with one crew. atm all what i have made was false, sometimes error, and once fatal error (arma crashed xD ) thank you Sentry Share this post Link to post Share on other sites
RN Malboeuf 12 Posted February 20, 2007 Quote[/b] ]GDI Wolverine can shoot with his 2 miniguns with one crew. atm all what i have made was false not possibble. sure thing. or you need to hide second gunner in some way. Share this post Link to post Share on other sites
Sentry 0 Posted February 20, 2007 Quote[/b] ]GDI Wolverine can shoot with his 2 miniguns with one crew. atm all what i have made was false not possibble. sure thing. or you need to hide second gunner in some way. ooohh no what a shit, has arma any positive points?? wtf Share this post Link to post Share on other sites
NeMeSiS 11 Posted February 20, 2007 Well you can just hide that second gunner, its actually postive because with 2 gunners those 2 turrents can shoot at different things at the same time (=a big + for me) Share this post Link to post Share on other sites
nephilim 0 Posted February 20, 2007 oh well... i guess the fire is concentrated on one point anyway? and a secnond muzzle can be kinda added with a bit of scripting i dont think its that of a problem? Share this post Link to post Share on other sites