wld427 1705 Posted March 16, 2008 I am working on the M163 vulcan. I have retextured it and added a Missile pod (ala Israeli Version). The problem i am having is even though its attached to the turret my missile pod does not rotate with the turret How do i attach it to the turret to make them rotate together? Share this post Link to post Share on other sites
Guest RKSL-Rock Posted March 16, 2008 The new model parts need to be part of the turret selection and the the Missile launcher's tube etc need to be correctly listed in the skeleton and connected to the turret's "bone". If you post your CFGskeletons and CFGmodels I might be able to help properly. Share this post Link to post Share on other sites
wld427 1705 Posted March 16, 2008 The new model parts need to be part of the turret selection and the the Missile launcher's tube etc need to be correctly listed in the skeleton and connected to the turret's "bone".If you post your CFGskeletons and CFGmodels I might be able to help properly. ok Rock i understand I used alot of copy and paste/rework now sorry if this is a bit of  newb question but how do i rename that selection i have added to define it in the config? Or can i simply merge it inot the turret somehow Share this post Link to post Share on other sites
scars09 9 Posted March 19, 2008 check the model in o2, make sure in view options named selections is activated, search for maingun mainturret or otocvez and otochlaven (i wrote it wrong im sure), that are the selections defined in the model. you have to add your new launchermodelparts to the existing selection. in the model. Share this post Link to post Share on other sites
wld427 1705 Posted March 20, 2008 thanks for getting my box attached fellas... now I want to know how to move the point where my Missile initializes? How do i identify this point? does it have a name? right now it just appears out of the top of the turret.....good as long as the gunner does not want his face anymore. Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 20, 2008 Pretty sure its Points; konecrakety (rear) spicerakety (front) Share this post Link to post Share on other sites
wld427 1705 Posted March 20, 2008 Gnat @ Mar. 20 2008,11:22)]Pretty sure its Points;konecrakety (rear) spicerakety (front) serious? I dont have these two points do i need to add them and then redefine them in the config? i know in OFP we used "konec hlavne" and "usti hlaven" for the stsr and finis point. When i move either of these it makes the gunner sight WAY off..... how do i correct it? Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 21, 2008 No requirement for anything extra in Config "seriously?" ....... It will take you all of 5 minutes to test! Share this post Link to post Share on other sites
wld427 1705 Posted March 21, 2008 Gnat @ Mar. 21 2008,10:31)]No requirement for anything extra in Config"seriously?" ....... It will take you all of 5 minutes to test! i agree...... its just the funny names of these points.... M next question is once i added my two points for the missile/ I now have it working and launching from the right spot. Unfortunately now my gunsight is off..... what did i do to make this happen how can i correct? Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 21, 2008 Gunsight, aimpoint, will always line up with the 2 points you just put in. Sorry, not sure if its even possible to get around. I doubt it. Share this post Link to post Share on other sites
wld427 1705 Posted March 22, 2008 ok then what point do i move to line up the gunsight with the launch point of the missile? Share this post Link to post Share on other sites
wld427 1705 Posted March 22, 2008 thanks guys i got the points straightened out and now Kablooey the rocket works! Share this post Link to post Share on other sites