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Found 4 results

  1. Hello devs! Unfortunately, after the release of DLC Tanks, the change of positions (driver/gunner/commander) in Arma was not affected at all. It was always a needle in my ass, but after the release of the interiors, this problem even aggravated. Why? After the release of Tanks DLC, I see how in half of second a player can find himself in any chair (driver/gunner/commander), without considering the inner walls of the vehicle and other units! Unfortunately, this looks not good. Please note, in most tanks or APC driver position has a separate location. This is a completely separate cabin, which is closed on all sides by bulkheads. Those. being inside such a vehicle, a person physically can not change his position - "from gunner to driver" or "from commander to driver" or "from driver to commander" or "from driver to gunner". This is physically impossible! Why do we see this in Arma? When a player changes all positions passing through the walls, then it looks absurd. I propose to take this moment into account and make a change of positions from the position of the driver (or to driver position) accessible only from the outside of the vehicle. In this case, the place where the player wants to sit should be free. So it should be in real life. For example. If you are in the gunner position, then in order to sit in the driver's chair you need to first get out, go to the driver's hatch and only after that sit on the driver's seat. Or vice versa. In this case devs, you can use the action menu (choice of place) or personal icons (when a player approaches a certain place of the vehicle) It seems to me that every interior, before changing positions should take into account the current position of the player. Most vehicles physically even do not allow (!not leaving vehicle) changing the position "from gunner to commander"and vice versa. For example, see Varsuk T-100 or Rhino. It is impossible physically to change position from the gunner to commander's position and vice versa. The main weapon prevents this! In this case, also it would also be good to change positions from only the outside vehicle. Such a feature could add a bit of realism (time spending for changing positions). In general, I want to say - in most cases, for change positions (driver/gunner/commander) the player must leave the vehicle and the position where he wants to sit should be free. Devs please try give the player a bit of realism on the backgrounds of vehicles interiors.
  2. I'm working on a plane which is supposed movable gunner camera (not modeled in, just acts like one), however no matter what I've tried the camera itself doesn't move. I've tried a lot of stuff from editing to the elevation points, changing between optic classes and adding x and y rotation points in the model and animating them in the model config but nothing has worked. Turret class: class Turrets { class mainTurret: NewTurret { startEngine=0; isCopilot=1; commanding=-1; primary=1; allowTabLock=1; body="camerax"; gun="cameray"; proxyType="CPGunner"; proxyIndex=1; animationSourceBody="camerax"; animationSourceGun="cameray"; minElev=-90; maxElev=+5; initElev=-30; minTurn=-360; maxTurn=+360; initTurn=0; maxHorizontalRotSpeed=+0.5; maxVerticalRotSpeed=+0.5; memoryPointsGetInGunner="pos_gunner"; memoryPointsGetInGunnerDir="pos_gunner_dir"; gunnerFireAlsoInInternalCamera=1; gunnerOutFireAlsoInInternalCamera=1; memoryPointGunnerOptics="gunnerview"; gunnerAction="Su34_Gunner"; gunnerUsesPilotView=1; gunnerInAction="Su34_Gunner"; gunnerForceOptics=0; castGunnerShadow=1; viewGunnerShadow=1; turretInfoType="RscOptics_UAV_gunner"; stabilizedInAxes=3; laserScanner=true; weapons[]= { "Laserdesignator_mounted", "Missile_AGM_02_Plane_CAS_01_F" }; magazines[]= { "Laserbatteries", "6Rnd_Missile_AGM_02_F" }; class OpticsIn { class Wide { initAngleY=0; minAngleY=-180; maxAngleY=180; initAngleX=0; minAngleX=-180; maxAngleX=40; initFov=0.46599999; minFov=0.46599999; maxFov=0.46599999; opticsDisplayName="W"; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Medium: Wide { initFov=0.093000002; minFov=0.093000002; maxFov=0.093000002; opticsDisplayName="M"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Narrow: Wide { initFov=0.028999999; minFov=0.028999999; maxFov=0.028999999; opticsDisplayName="N"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; }; }; }; Model Config Camera Animations class camerax { type="rotationX"; source="camerax"; selection="camerax"; axis="osa_camerax"; memory=1; sourceAddress="clamp"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class cameray: camerax { type="rotationY"; source="cameray"; selection="cameray"; axis="osa_cameray"; };
  3. Since my last question regarding HUD visibility in land vehicles got positive answer I decided to give it a go and laid down a basic HUD config and tried it out. With a little trial and error I got it to show up and got it set up so that it is on the helmet and not on a screen. After the initial success I noticed that out of the 3 men crew only 2 see the HUD. The driver and the commander see it, but the gunner does not. For starters I thought this to be a gunner issue (which it still might be) but just now I realized that the commander is a gunner too and the HUD is visible when on that seat. And now im asking here if anyone has an idea what could cause the gunner to lose the HUD, but the driver and commander (another gunner) sees it. Both the gunner and the commander have pretty much the same config, except for weapons and primaryObserver and primaryGunner attributes. --UPDATE-- When I wrote the last sentence about the differences I realized I had not tried switching the primaryGunner attribute around. The "commander" is both primary observer and primary gunner due to the seat being the commander seat and it having missile weapons that require proxies to show up (show only on primary gunner) and it seems that the HUD also is tied to the primaryGunner position. Issue kinda solved itself, except if someone knows how to get HUD to show for other than primaryGunner and driver views. This might lead to losing the commander seat altogether, but that might be the simplest solution and something I have been considering for the particular vehicle.
  4. If you are in the gunner's seat of a vehicle, and you connect to a UAV, AI behaviour will take over - ie, while you are piloting the UAV, your character will use the vehicle gun to engage any nearby enemies. This can really give away your position if you're trying to be sneaky!
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