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Guest RKSL-Rock

Optics Direction Problem

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Guest RKSL-Rock

Ok this is holding me up on a few problems.  if someone can help me fix this i'll post my multi turret tutorials

The problem isnt a simple as it seems.  This only affects the 2nd turret that is 90 degrees to the centre line of the vehicle.

doorgun1.jpg

The gun works fine and traverses properly. But once you press "V" for optics the view is turned 90 degress to the barrel of the weapon.

CFG Models section

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class SIDE_TURRET //the horizontal moving part of the turret

{

type="rotationY";

source="obsTurret";

selection="SIDE_TURRET";

axis="AXIS_SIDE_TURRET";

animPeriod=0;

memory=1;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class SIDE_TURRET_GUN //the vertical moving part of the turret

{

type="rotationZ";

source="obsGun";

selection="SIDE_TURRET_GUN";

axis="AXIS_SIDE_TURRET_GUN";

animPeriod=0;

memory=1;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

CFG Vehicles Section:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">  class SIDE_TURRET : MainTurret

{

    body="SIDE_TURRET";

  gun="SIDE_TURRET_GUN";

  animationSourceBody = "obsturret";

animationSourceGun = "obsgun";

animationSourceHatch = "";

selectionFireAnim = "zasleh_1";

proxyIndex = 2;

gunnerName = "Left Door Gunner";

commanding = -2;

minElev = -50;

maxElev = 10;

initElev = -0;

minTurn = -70;

maxTurn = +70;

initTurn = 0;

initFov = 0.600000;

minFov = 0.100000;

maxFov = 1.00000;

primary = 0;

weapons[] = {"RKSL_LYNX_GPMG"};

magazines[] = {"RKSL_600Rnd_762x51_GPMG"};

gunBeg = "GPMG_stop";

gunEnd = "GPMG_start";

gunnerAction = "UH60_Gunner";

gunnerInAction = "UH60_Gunner";

memoryPointGun = "GPMG_stop";

gunnerOpticsModel = "\ca\weapons\optika_empty";

gunnerOutOpticsShowCursor = 1;

gunnerOpticsShowCursor = 1;

memoryPointGunnerOptics = "gunnerview_2";

memoryPointsGetInGunner = "pos_gunner_2";

memoryPointsGetInGunnerDir = "pos_gunner_2_dir";

class ViewOptics

{

initAngleX = 0;

minAngleX = -50;

maxAngleX = 10;

initAngleY = 90;

minAngleY = -70;

maxAngleY = +70;

initFov = 0.42;

minFov = 0.22;

maxFov = 0.64;

};

};

normally i would expect the "class ViewOptics - initAngleY = 90;" to change the direction but its ahving no effect int his case - anyone got any suggestions?

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Not sure if this helps any, but, when I was playing about with the Elite ch47 I got the doorgun turret working eventually and the values I used for ViewOptics was:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class ViewOptics

{

initAngleX = 0;

minAngleX = -30;

maxAngleX = 30;

initAngleY = 0;

minAngleY = -100;

maxAngleY = 100;

initFov = 0.600000;

minFov = 0.600000;

maxFov = 0.500000;

};

Bearing in mind the ch47 only has the one door gun, this may not help at all, but, I threw it in there anyway. tounge2.gif

Good luck with it anyway.

Planck

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Guest RKSL-Rock
Not sure if this helps any...Good luck with it anyway.

Planck

Thanks mate unfortunately that didnt fix it but I did find the solution inthe end. The optics point was "corrupt". I deleted it and remade the point and it worked first time. tounge2.gif

Thanks for the reply though. I really appreciate it.

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