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Found 22 results

  1. I am new to Arma modding. I am making a addon for my squad to play with. Im making a troop transport vehicle with a mg on top like the m113. The turret rotates when i move the mouse but when I fire the bullets keep shooting in the original turrets direction. I have watched videos and searched the forums for a solution for this problem but I haven't been able to find a solution. I'm using Blender for the modeling with the Arma toolbox addon. Many of the posts by the people with the same problem as i have very little responses or solutions that haven't worked for me. The only clue for fixing this, is a forum post I found that had the same problem. I have obviously tried the solutions mensioned here but none of them have worked except I didn't understand the last reply. If any of you have experienced this problem and know a solutions or have a suggestion please leave it here or if there is a forum post with a solution that i havent found then link me to it. Also on a side note if anyone knows how to make the models walls not seethough on both sides without extending the walls to make them two planes then please leave it also here. Thank you.
  2. Today I went to play some Arma 3 and discovered that I could barely move my tank's turret. I don't know if this is a result of the last update. Movement is very slow and choppy, almost like trying to play with a broken mouse. The rest of the movements are fine, like looking around, aiming my own firearm, etc. I've tried different turrets, from tanks, to remote weapon stations, to turrets on gunships, to static MGs. All are showing the same problem. I've tried unloading all mods and DLC, and verifying the game files through Steam. The problem is still present. Is anyone else experiencing the same problem? Update: I've been doing some more testing. I've found that applying 50% or more mouse smoothing solves the issue. Turning up mouse smoothing every time I board a vehicle isn't very practical, so I'll keep looking for other solutions. Update: It appears the problem shows up at very high framerates (>200). I found that I was only experiencing the issue in the VR map.
  3. Could someone help me to have the camera fixed on the turret of a IFV vehicle? as in the pictures thank you in advance.
  4. Hi all, Want to play with a "One man tank"? Here is a little script for "World of tank" aficionados. Works on all tanks in game, as far as you can jump into the driver's seat. Usage: you're driver until you move the mouse, pointing cannon at cursor direction. Driver is always in 3rd person. Then, you're gunner but you can use your keys to continue driving the tank. - in external view, you'll be back at driver's seat if no waypoint (see further) and no turret movement for 10 seconds. - in gunner view, you stay as gunner role and continue to drive. - if in gunner (or external) view and right click (Temporary zoom) on landscape, you create a temporary waypoint where the tank goes as far as you don't touch any of the driver's keys. Driver's keys will delete this waypoint when strike. Hints to know: - when driving from gunner's seat, avoid maintaining the forward key when you need to turn. release all, strike left(/right), maintain if you want; As soon as the direction is good, release left(/right) key, strike forward key. The tank will start to sway a little around the desired direction but will go where you want. Remember release all keys to make change. - there is no rear clutch while in gunner, just because Arma's engine prefers a 180° turn instead of a 10 meter rear drive... So, I disabled the backward key in gunner. Other stuffs: There are 2 parameters O/1 for displaying: - tank icon, in order to have a clear view of the direction of the tank when you are in gunner view. Gun is always up, of course. - little radar displaying other vehicles in game, along with knowledge of these units. Now, the function. Just add it into init.sqf or initPlayer.sqf, or any script which run for player: MGI_1ManTank = { params [["_icon",1,[0]],["_radar",1,[0]]]; if (!hasInterface) exitWith {}; MGI_iTk = _icon; MGI_rdrTk = _radar; MGI_timerTurreting = 0; MGI_timerStopping = 0; MGI_icon_tk = ""; coef_ratioTK = (getResolution select 4)/ 1.77778; coef_uiSpaceTK = 0.55/(getResolution select 5); MGI_keysMovingTk = ["carForward","Turbo","carSlowForward","carBack","carLeft","carRight"] apply {actionkeys _x select 0}; MGI_destTk = [0,0,0]; inGameUISetEventHandler ["Action", " if (_this select 0 isKindOf 'tank') then { MGI_icon_tk = getText (configFile >> 'cfgVehicles' >> typeof (_this select 0) >> 'icon'); if ((_this select 3) == 'GetInDriver' and count crew (_this select 0) > 0) then { _units = crew (_this select 0); {unassignVehicle _x} forEach _units; _units allowGetIn false }; if ((_this select 3) in ['GetInGunner','GetInCommander','GetInTurret']) exitWith { hint parseText ('<t>Jump in driver'+""'""+'s seat<t/>'); true}; if ((_this select 3) in ['MoveToGunner','MoveToCommander','MoveToTurret'] && !(player getVariable ['gunning',false])) exitWith { hint parseText ('<t>Only driver'+""'""+'s seat available<t/>'); true}; } "]; _MGI_EHTank = ["MGI_TK","onEachFrame", { coef_zoomTK = ([0.5,0.5] distance worldToScreen positionCameraToWorld [0,10,10])* (getResolution select 5); _veh = vehicle player; if (inputAction "zoomTemp" == 1 && {!isnil "MGI_agent"}) then { MGI_destTk = screenToWorld [0.5,0.5]; if (isnil "MGI_signTkDest") then { MGI_agent setDestination [MGI_destTk, 'VEHICLE PLANNED', true]; MGI_destTk set [2,2]; MGI_signTkDest = "Sign_Arrow_Large_F" createvehicle MGI_destTk }; }; if (!isnil "MGI_signTkDest" && {MGI_destTk isEqualTo [0,0,0] or (player distanceSqr MGI_destTk < 100) or driver _veh == player}) then { deleteVehicle MGI_signTkDest; MGI_signTkDest = nil}; if (!(_veh isKindOf "tank") && !isNil "MGI_agent") exitWith { deleteVehicle MGI_agent; MGI_agent = nil; if (!isnil "MGI_keysDriving") then {(findDisplay 46) displayRemoveEventHandler ["keyDown",MGI_keysDriving]; MGI_keysDriving = nil}; if (!isnil "MGI_keysDrivingUp") then {(findDisplay 46) displayRemoveEventHandler ["keyUp",MGI_keysDrivingUp]; MGI_keysDrivingUp = nil}; }; if (player == driver _veh) then { {_veh lockTurret [_x,true]} forEach allTurrets _veh; if (cameraView != "external" && _veh isKindOf "tank") then {player switchcamera "external"} } else { if (player == gunner _veh && diag_tickTime > MGI_timerTurreting + 10 && (cameraView == "external" && isnil "MGI_signTkDest")) then { player action ["MoveToDriver", _veh]; player setVariable ["gunning",false]; if !(isnil "MGI_agent") then {deleteVehicle MGI_agent; MGI_agent = nil;{_veh lockTurret [_x,true]} forEach allTurrets _veh}; }; }; if (isnil "MGI_keysDriving") then { MGI_keysDriving = (findDisplay 46) displayAddEventHandler ["KeyDown", " private _handled = false; if (!isnil 'MGI_agent') then { MGI_timerStopping = diag_tickTime; _veh = vehicle player; call { if ((_this select 1) == MGI_keysMovingTk select 4) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [-30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 5) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 1) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'FULL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 2) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,30,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'LIMITED'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 0) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'NORMAL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 3) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,0,0], 'DoNotPlan', true]; MGI_destTk = [0,0,0]; _handled = true }; }; }; _handled "]; MGI_keysDrivingUp = (findDisplay 46) displayAddEventHandler ["KeyUp", " if (!isnil 'MGI_agent' && diag_tickTime > MGI_timerStopping + 3 && (MGI_destTk isEqualTo [0,0,0])) then { MGI_agent setDestination [vehicle player modelToWorldVisual [0,0,0], 'DoNotPlan', true] }; "]; }; }] call BIS_fnc_addStackedEventHandler; _MGI_DrawRadar = addMissionEventHandler ["draw3D",{ if (cameraView == "gunner" && vehicle player isKindOf "tank") then { _veh = vehicle player; _aTurret = Deg (_veh AnimationPhase "mainturret"); if (MGI_iTk == 1) then { _tkIconPos = positionCameraToWorld [0,-370/coef_zoomTK,1000]; _damageTK = [2*(damage _veh),2 - 2 * (damage _veh),0.3,0.5]; drawIcon3D [MGI_icon_tk, _damageTK,_tkIconPos, 2, 2, - _aTurret, "", 1, 0.05, "TahomaB"]; }; if (MGI_rdrTk == 1) then { for "_i" from 0 to 350 step 10 do { _posdiam = positionCameraToWorld [(sin _i) * 110 * coef_ratioTK / coef_zoomTK,(-370+ ((cos _i) * 110)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\IGUI\Cfg\squadRadar\SquadRadarOtherGroupUnit_ca.paa", [0.7,1,0.3,0.8], _posdiam, 0.4, 0.4, 0, "", 1, 0.05, "PuristaMedium"]; }; if (!isnil "MGI_signTkDest") then { _dirS = (((_veh) getRelDir MGI_destTK) + _aTurret) mod 360; _d2S = ((player distanceSqr MGI_destTK) min 10^6) max 10^4; _xx = 100 - ((10^6-_d2S)/19800); _posWpt = positionCameraToWorld [(sin _dirS) * _xx * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dirS) * _xx)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\GUI\Cfg\Cursors\hc_move_gs.paa", [1,1,0.5,1], _posWpt, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; }; _allvehicles = vehicles select {alive _x && !(_x isKindOf "WeaponHolderSimulated") && side _x != civilian}; _enyVehs = _allvehicles select {side _x getFriend side player < 0.6}; _frdVehs = _allvehicles - _enyVehs; if ( count (_enyVehs + _frdVehs) > 0) then { private ["_icon","_color"]; { if (_x isKindOf "air") then { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetAirTexture_gs.paa" } else { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetTexture_gs.paa" }; _dir = ((_veh) getRelDir _x) + _aTurret; _d2 = ((player distanceSqr _x) min 10^6) max 10^4; _dd = 100 - ((10^6 - _d2)/19800); _posVeh = positionCameraToWorld [(sin _dir) * _dd * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dir) * _dd)) / coef_zoomTK,1000]; call { if (_x in _frdVehs) exitWith { _kwn = player knowsAbout _x; _color = if (_kwn < 1.5) then [{[0.3,0.3,0.3,0.3]},{[0.3,0.8,0.9,0.8]}]; }; _kwn = playerSide knowsAbout _x; _color = [0.3 max (_kwn/2),((0.3 max (_kwn/2)) min (2 - (0.3 max (_kwn/2)))) max 0.3,0.3,0.3 + (0.5*_kwn/4)]; }; drawIcon3D [_icon, _color, _posVeh, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; } forEach (_allvehicles - [_veh]); }; }; }; }]; _MGI_mousingGunner = (findDisplay 46) displayAddEventHandler ["mouseMoving", { _veh = vehicle player; if (_veh isKindOf "tank") then { player setVariable ["gunning",true]; if (gunner _veh != player) then {player action ["MoveToTurret",_veh,[0]]}; MGI_timerTurreting = diag_tickTime; if (isnil "MGI_agent") then { MGI_agent = createAgent ["B_Soldier_VR_F", getpos _veh, [], 0, "CAN_COLLIDE"]; MGI_agent moveInDriver _veh; MGI_agent setBehaviour "COMBAT"; MGI_agent setSpeedMode "FULL"; }; }; }]; }; Then call this function with desired parameters: [1,1] call MGI_1ManTank; // 1 = enable tank icon, 1 = enable radar EDITED : You'll find below, a lighter version (with no radar and no destination on marker). This light version is also updated & improved in MGI Advanced Modules. Hope you'll have fun! Pierre MGI
  5. ampersand38

    Turret IR Laser

    Adds IR laser pointers to all turrets. Toggle via modded keybind, default L. Targeting pods aka pilot cameras can enable an IR laser pointer while locked to a position or object. Zeus can turn on IR laser pointer for selected units and vehicles. Script access: [_vehicle, _turretPath] call til_main_fnc_IRLaserToggle; Steam Workshop GitHub
  6. How to know if the vehicle has or not (true or false) weaponry? I mean, turret position or driver with this ability (as Air vehicles)? // NOT WORKING if ( {_vehPlayer weaponsTurret} count > 0 ) then { hint "Your veh has guns like someone from Texas..." } else { hint "This veh's kind of Brithish policeman..." };
  7. I'm trying to make a minimalist UI. I've had some success but one thing I'm struggling with is recreating the "waiting for the next round" bar. You know, this thing: My UI is constantly getting refreshed in a while loop, so I was hoping I could query if a certain weapon was ready to fire. Functions such as CanFire and WeaponState unfortunately didn't give me what I wanted and are misleadingly named. So is there a function I've missed that can query the weapon state i.e ready to fire, not ready to fire? Failing that, where is the m256's "time taken for next round to be loaded" set? In a config? What attribute am I looking for? Can I use getText to extract it to a variable in my script? If it's listed in seconds somewhere in the config I could use an event handler and BIS_fnc_deltaTime to work out if a weapon is ready to fire or not.
  8. Hello everyone, this is the First time I'm posting here sorry if nothings formatted properly. I've been trying to find a way to make the Minigun on the Qilin into its own static turret, like one of the .50cal turrets, where it allows you to have the gun bag + a tripod bag. I'm not sure if its the lack of sleep or just low braincell count but I'm racking my brain and would like some assistance.
  9. If you look under controls>movement, 1 selects weapons group 1, 2 selects weapons group 2...4 selects weapons group 4. There is no mention of selecting a weapons group 5. Which leads me to the conclusion that there can only be 4 weapons per turret?
  10. If I want to get the active weapon of a vehicle's primary turret ("gunner" position) I simply do this: _weaponClass = currentWeapon (vehicle player); However, how am I meant to get the active weapon of a non-primary turret such as the commander turret? I've got a feeling it's not possible. I am irritated and gobsmacked. There are literally no commands to get the current weapon for a non primary turret. No way to get "M2" in that image into a variable. I'm so annoyed. Arma has this big API that makes you think your idea is possible, then it has these random holes that makes your idea impossible. Thinking of giving up modding and just developing full games, fed up being at the mercy of some patchy API. So annoyed as I am half way through a mod that requires knowing what the current weapon is for the non primary turret. What a waste of ***** time. Surely there's a way to get the weapon a unit is controlling? Surely? The weapon class is right there on the **** screen, M2.
  11. Hi Guys, does anybody have any script to calculate the limitsArrayBottom and limitsArrayTop for FFV cases? What is the best method to find the view area for a vehicle where there is ffv ?
  12. Hey, I am prepping a mission which will feature stativ UAV terminals for players to use. Their intent is to allow for connecting to jets turret gunners when using an action, and remove the uav terminal when leaving the uav interface. What I got so far is this: initServer.sqf: WaitUntil {!(isNil "turret6")}; //waiting for the spawn of the last turret in sequence [ turret_controller_1, "Control turret 1", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {execVM "scripts\turret_control_1.sqf"}, {}, [], 2, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, turret_controller_1]; and turret_control_1.sqf: player linkItem "B_UavTerminal"; player connectTerminalToUAV turret1; player action ["SwitchToUAVGunner", getConnectedUAV player]; WaitUntil {!(isUAVConnected turret1)}; player unLinkItem "B_UavTerminal"; The simple script works perfectly in a Singleplayer environment. For some reason it does absolutely nothing when tested in Multiplayer. Basically we enter the map, proceed to the "turret_controller_1" which receives the action and when pressing and holding the spacebar (as instructed by the BIS_fnc_holdActionAdd command), the player is not transferred to the gunner view at all. All it does is add in the terminal for the player. I have been trying to kind of debug this issue and I came to the conclusion that the terminal does not connect to the turret (as shown by the getConnectedUAV command). I have no idea as to why that is, but that's slightly infuriating. I would be thankful for some guidance on this as I've been struggling to get those turrets to work for days now and there's always something new which does not work. I am leaning towards it happening because of some locality issue, but if that's the case, then I am the more in need of help. Thanks a lot, Adam
  13. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  14. Hi all, Trying to make an automatic reload for the S-750 Rhea, i discovered a strange Arma engine behavior. I placed via editor one player, one S-750 and R-750 (sensors are active by default). Then a black Wasp as enemy, disabled damage and a loiter waypoint around the SAM system in order to make it fire again and again. So, when out of missile, you need to reload the SAM. I placed in init field of the launcher: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } }]; That works, but there is no delay to reload the SAM and I'd like to add a decent one for more realism. So I tried, as test, to spawn a code: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit spawn { params ["_unit"]; waitUntil {magazinesAmmo _unit isEqualTo []}; sleep 5; _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } } }]; This last code doesn't work. Not a script question. The magazines are added but the launcher remains empty and don't fire. I added a loadMagazine with no more success. The strange thing: If I remove the simple line: sleep 5; the code works again (but missiles are loaded with no delay.) Any clue?
  15. Hey guys. Does anybody know if there's a way to instantly fix the UAV turret on a position? Using lockCameraTo doesn't work very well (when you switch away from the UAV and if its direction has changed since last time, it takes time for the turret to adjust)
  16. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
  17. Too many hyphens in the title for my taste, but let's try this anyway. I'm trying to have a plane armed with a CannonCore based weapon with multiple tracers (this is a secondary issue since it might be solved with a bit of scripting) use a turret that is operated by the pilot. The goal is to make AI and players able to land a few hits without lining up for the perfect shot and never taking it and making me scream in frustration. I had something like this (YouTube) in mind.
  18. I've made a model for a static turret so far, I've read up on Zach's Full On Guide to Custom Weapons. Is this the same for static turrets? I'd imagine statics would be classified more as vehicles though. Is there a tutorial somewhere on turrets? Theres quite a few on weapons, doesn't seem to be any for turrets. Thanks
  19. 1.66 stable, I have two crewed objects in the editor: Slammer tank and Darter UAV. Both have same init code: this doWatch player; doWatch does good job for my old autonomous turret script for UGVs and static unmanned MGs. At preview tank turns his turret at me (then starts constant 360 horizon scan, which isn't good too BTW), UAV does nothing. Also nothing happens for doTarget (expected). Same for spawned and crewed Darter. Same for (gunner this) doWatch player;. I'm positive, invisible UAV's gunner is manning the only UAV's turret. If I take remote control over this turret and change its direction, after releasing control turret turns back to initial direction. Meanwhile UGV Stomper RCWS behaves same, as Slammer. Is there any way to actually rotate UAV's cam turret (and reliably lock on for, say lasing the target) pointed object/position via script? To change UAV's cam turret direction at all with SQF?
  20. BobTheHunted

    Turret Model Troubles

    I am trying to make a modded vehicle with a custom turret model on it. I have the turret model but I don't know how to configure it to be attached to vanilla A3 vehicles. I think it is possible because in the mod "The CSAT Modification Project" the MRAPs have custom models (based on A2's vodnik I believe) but use the vanilla HMG/GMG turret models. Since the vanilla turret models are binarized and configured for the normal game, their models can't be edited, so there must be a way to configure the vehicle to use them. I want to do the same thing, but in reverse. Swap the turret part of the model of an Ifrit or Hunter for the custom turret model I have made. Is it possible to do this?
  21. Hiya, I swapped the 20mm GMG used by the Mk32 for a 25mm GMG and now the Mk32 will shake and move, while the raised variant will tip over. Ammo: class G_25mm_HE: G_40mm_HE { hit = 60; indirectHit = 7; indirectHitRange = 5; whistleDist = 18; caliber = 1; class CamShakeExplode { power = "(25*0.2)"; duration = "((round (25^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((4 + 25^0.5)*8)"; }; class CamShakeHit { power = 20; duration = "((round (20^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; soundHit1[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_01",3.1622777,1,1300}; soundHit2[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_02",3.1622777,1,1300}; soundHit3[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_03",3.1622777,1,1300}; soundHit4[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_04",3.1622777,1,1300}; multiSoundHit[] = {soundHit1,0.25,soundHit2,0.25,soundHit3,0.25,soundHit4,0.25}; }; Weapon: class GMG_25mm: GMG_F { author = $STR_A3_Night515; scope = public; displayName = $STR_A3_GMG_25mm0; magazines[] = { 200Rnd_25mm_G_belt, 36Rnd_25mm_G_belt }; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\reload_static_GMG",0.8912509,1,20}; class GunClouds{}; class GunParticles { class effect1 { positionName = "usti hlavne3"; directionName = "konec hlavne3"; effectName = GrenadeLauncherCloud; }; }; modes[] = { manual, close, short, medium, far }; class manual: GMG_F { displayName = $STR_A3_GMG_20mm0; aiRateOfFire = 1; sounds[] = {StandardSound}; class StandardSound { begin1[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_01",1.1220185,1.0,1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_02",1.1220185,1.0,1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_03",1.1220185,1.0,1200}; soundBegin[] = {begin1,0.33,begin2,0.33,begin3,0.34}; }; reloadTime = 0.24; soundContinuous = false; soundBurst = 0; }; class close: manual { burst = 6; aiRateOfFire = 1; aiRateOfFireDistance = 50; minRange = 8; minRangeProbab = 0.05; midRange = 20; midRangeProbab = 0.7; maxRange = 50; maxRangeProbab = 0.1; showToPlayer = 0; }; class short: close { burst = 5; aiRateOfFire = 2; aiRateOfFireDistance = 300; minRange = 50; minRangeProbab = 0.05; midRange = 150; midRangeProbab = 0.7; maxRange = 300; maxRangeProbab = 0.1; }; class medium: close { burst = 4; aiRateOfFire = 4; aiRateOfFireDistance = 600; minRange = 200; minRangeProbab = 0.05; midRange = 400; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.1; }; class far: close { burst = 3; aiRateOfFire = 5; aiRateOfFireDistance = 1000; minRange = 400; minRangeProbab = 0.05; midRange = 750; midRangeProbab = 0.4; maxRange = 1000; maxRangeProbab = 0.01; }; };
  22. Hi, I'm trying to replace the warrior's(mora) weapon systems and I'm encountering an error with rjm_l21a1 but rjm_l94_coax works just fine. I have tried commenting out different things to find the error but I still can't figure it out. Here's the config: //Addon makes a new warrior with realistic weapon systems and names //Addon config by Rory Murphy class cfgPatches { class rjm_warrior { author[] = {"Rory Murphy"}; requiredVersion = 0.01; factions[] = {}; units[] = {"rjm_fv510_warrior_d","rjm_fv510_warrior_w"}; weapons[] = {"rjm_l21a1_rarden", "rjm_l94_coax"}; requiredAddons[] = {"A3_Modules_F", "A3_Armor_F_EPB_APC_tracked_03"}; }; }; class cfgVehicles { //define all classes for the rarden to function properly class APC_Tracked_03_base_F; class Turrets; class Turrets : Turrets { class MainTurret; }; //Desert Variant class rjm_fv510_warrior_d : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Desert"; side = 1; faction = "BLU_F"; scope = 2; crew = "B_crew_F"; hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "rjm_warrior\data\fv_510_turret_d", "rjm_warrior\data\fv_510_body_d" }; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; //Woodland Variant class rjm_fv510_warrior_w : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Woodland"; side = 1; scope = 2; faction = "BLU_F"; crew = "B_crew_F"; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"rjm_warrior\data\fv_510_turret_w", "rjm_warrior\data\fv_510_body_w"}; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; };//end cfgVehicles class class cfgWeapons { class autocannon_30mm; class LMG_coax; class rjm_l21a1_rarden : autocannon_30mm { displayName = "L21A1 Rarden"; magazines[] = {"rjm_6rd_apfsdp", "rjm_6rd_hei"}; }; class rjm_l94_coax : LMG_coax { displayName = "L94 EX-34 Chain Gun"; magazines[] = {"rjm_coax_ammobox"}; }; };//end cfgWeapons class class cfgMagazines { class 60Rnd_30mm_APFSDS_shells; class 140Rnd_30mm_MP_shells; class 200Rnd_762x51_Belt; class rjm_6rd_apfsdp : 60Rnd_30mm_APFSDS_shells { displayName = "6 RD APFSDP"; ammo = "B_30mm_MP"; count = 6; }; class rjm_6rd_hei : 140Rnd_30mm_MP_shells { displayName = "6 RD HEI"; ammo = "B_30mm_APFSDS"; count = 6; }; class rjm_coax_ammobox : 200Rnd_762x51_Belt { displayName = "250 RD 762x51"; ammo = "B_762x51_Ball"; count = 250; }; }; Thanks for any help