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Found 3 results

  1. Hi all, With the kind permission of the original auther @aussnipe73 I am attempting to upgrade and update his formidable Iowa class battleship. The point is to have all nine guns firing independently, via Drongo's artillery, which is still being worked on. The triple-gun turrets are currently static weapons separate from the actual battleship model itself (plan it to attachTo them to the ship. Long story). So the problem is I'm trying to configure each physical turret to have three gunners, one for each gun, but I can't figure out the required config and model.cfg entries to get this to work. I've tried entering a second manned turret/gun (guided by the turrets wiki), but as you can see below, some of the shells fire dead ahead as the gunBeg points are not rotating or elevating with the "main" turret. The red lines are from the bullet tracking function. I also seem to have four gunner slots in the damn thing, instead of just the two that I'm aiming for so far. Soooo.... Here's the relevant config section: And the model.cfg entries: The model itself is set up just fine for one gun to work. I've just followed the same conventions for a second "turret" within this physical one: Ideally I'd love to have each gun elevating independently, just like the real thing, but if all three guns moved together, but each with independent gunners able to fire, that'd do just fine. Many thanks in advance. I reckon the Iowa would be great to have back in game delivering all nine 16-inch guns of naval shore bombardment goodness!
  2. I_Plane_Fighter_04_F A-149 Gryphon ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_AGM_65Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; B_Plane_Fighter_01_Stealth_F F/A-181 Black Wasp II (Stealth) ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_GBU12Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; B_Plane_Fighter_01_F F/A-181 Black Wasp II ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_GBU12Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["weapon_AGM_65Launcher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; O_Plane_Fighter_02_F To-201 Shikra ["weapon_Fighter_Gun_30mm",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_R73Launcher",[-1]]; ["weapon_R77Launcher",[-1]]; ["weapon_KAB250Launcher",[-1]]; ["CMFlareLauncher",[-1]]; O_Plane_Fighter_02_Stealth_F To-201 Shikra (Stealth) ["weapon_Fighter_Gun_30mm",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_R73Launcher",[-1]]; ["weapon_R77Launcher",[-1]]; ["weapon_KAB250Launcher",[-1]]; ["CMFlareLauncher",[-1]];
  3. Hello! I need some advice on how to populate empty turrets in a custom vehicle I have. The turret indexes are [0,0] [0,1] [0,2] [0,3] and Ive tried creating new units and moving them into the vehicle with moveInTurret command in dev console and via useraction executed .sqf but have not managed to get it to work. The turret gunner seats seem to work ok when units are placed in them in Eden but moveInTurret does not seem to work. :confused: :confused: I've got code as follows: //_veh = vehicle player; _veh = _this select 0; _gunnerL1 = "B_Pilot_F" createvehicle position _veh; _gunnerL2 = "B_Pilot_F" createvehicle position _veh; _gunnerR1 = "B_Pilot_F" createvehicle position _veh; _gunnerR2 = "B_Pilot_F" createvehicle position _veh; //creating the units, B_Pilot_F used for testing.. (short classname :9) //units appear around the vehicle as they should //Not sure if this is even needed, but saw it in one example and tried it.. _gunnerL1 assignAsTurret [_veh, [0,0]]; _gunnerL2 assignAsTurret [_veh, [0,1]]; _gunnerR1 assignAsTurret [_veh, [0,2]]; _gunnerR2 assignAsTurret [_veh, [0,3]]; //Moving the wannabe gunners into the right turrets.. _gunnerL1 moveinturret [_veh, [0,0]]; _gunnerL2 moveinturret [_veh, [0,1]]; _gunnerR1 moveinturret [_veh, [0,2]]; _gunnerR2 moveinturret [_veh, [0,3]]; //But it seems to do nothing :o _crew = fullcrew [_veh,"",true]; hint format ["%1",_crew]; //script runs to the end and hint shows none of the units enter the vehicle. Tried this with vanilla vehicles too and with other crew positions but just don't know what Im missing. Any advice?
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