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wld427

Aircraft Gunner Sight.....

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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";
		};

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Same problem with my B-52 right?

As RKSL mentioned, ArmA bug.

Ingame, the TAB key is your only friend as gunner ;)

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Not all guns are head mounted. Aircraft gunners are usually looking at a screen and not turning their heads.

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@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 by NutzMcKracken

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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.

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