wld427 1705 Posted January 5, 2010 Hey everybody.... I am hoping someone can help me eith this. Im working on the gunner optic for the Su-24 fencer. Im having an issue witht he gunners head not turning with the sight. The optic perfoms perfectly other than you cannot designate your target since the co-pilot is not looking there. if anyone can spot my error please help. class Turrets { class MainTurret : NewTurret { commanding = -1; memoryPointsGetInGunner= "pos gunner"; memoryPointsGetInGunnerDir= "pos gunner dir"; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerAction = SU25_Pilot; minElev = -90; maxElev = 38.2; initElev = -45; minTurn = -180; maxTurn = 180; initTurn = 0; maxHorizontalRotSpeed = 1.2; maxVerticalRotSpeed = 1.2; stabilizedInAxes = "StabilizedInAxesBoth"; startEngine = false; body = "mainturret"; gun = "maingun"; animationSourceBody = "mainturret"; animationSourceGun = "maingun"; class Viewoptics { minAngleX = -360; maxAngleX = 360; initAngleX = 0; minAngleY = -360; maxAngleY = 360; initAngleY = 0; initFov = 0.7; minFov = 0.3; maxFov = 1.2; }; soundServo[] = {"", db-40, 1}; outGunnerMayFire = true; inGunnerMayFire = true; gunBeg = "gunnerview2"; // endpoint of the gun gunEnd = "gunnerview"; // chamber of the gun memoryPointGunnerOptics = "gunnerview"; selectionFireAnim = ""; gunnerOpticsModel = "\ca\air\optika_AH1Z"; gunnerForceOptics = false; weapons[]={"GSh301","R73Launcher","PRACS_AirBombLauncher","PRACS_FABBombLauncher"}; magazines[]={"180Rnd_30mm_GSh301","4Rnd_R73","PRACS_12Rnd_FAB_250","PRACS_4Rnd_M62"}; }; }; skeletonBones[]= { "mainturret","", "maingun","mainturret", "fold_gear_F", "", "roll_wheel_F", "fold_gear_F", "fold_gear_R", "", "roll_wheel_R", "fold_gear_R", class mainturret //the horizontal moving part of the turret { type="rotationY"; source="mainturret"; selection="mainturret"; axis="axis1turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class maingun //the vertical moving part of the turret { type="rotationX"; source="maingun"; selection="maingun"; axis="axis1gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 6, 2010 Same problem with my B-52 right? As RKSL mentioned, ArmA bug. Ingame, the TAB key is your only friend as gunner ;) Share this post Link to post Share on other sites
Drumheller 19 Posted January 7, 2010 Not all guns are head mounted. Aircraft gunners are usually looking at a screen and not turning their heads. Share this post Link to post Share on other sites
NutzMcKracken 18 Posted January 9, 2010 (edited) @wld427= this looks all too familiar...went down this same road with the F-111 in ArmA1 and was hoping they would fix this in ArmA 2. Hope they do in Arrowhead. Will open a whole bag of tricks.... Gnat;1536790']Same problem with my B-52 right?As RKSL mentioned' date=' ArmA bug. Ingame, the TAB key is your only friend as gunner ;)[/quote'] Found this with the F-111 as well. We tried various "gunner turrets". Looking more in the direction of a console. I like what was done in the F-117, but this in corporates Mando's and have no ides where to start with that. @Gnat= have you had any experience in using one for your B52? Would you mind a coop in this regard? Edited January 9, 2010 by NutzMcKracken Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 9, 2010 Yeh, but no. I prefer to use standard coding in my addons. Consules are best left to others. ..... but this thread just gave me another idea to try, that maybe a work-around. Share this post Link to post Share on other sites