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Found 7 results

  1. class CfgPatches { class BS_Faction { name = "BS"; author = "rofz"; versionStr = "1.1"; versionAr[] = {1,10}; requiredVersion = 1.60; requiredAddons[] = { "A3_Functions_F" }; units[] = { "IP_B_BS_Heli_Transport_01_Tropic_F", "IP_B_BS_Heli_Transport_01_Base_H", "IP_B_BS_Heli_Transport_01_Base_F" }; weapons[] = {}; }; }; class CfgFactionClasses { class BS { displayName = "BS"; side = 1; priority = 2; }; }; class CfgUnitInsignia { }; class CfgVehicles { class B_Heli_Transport_01_F; class IP_B_BS_Heli_Transport_01_Base_F : B_Heli_Transport_01_F { displayName = "BS Heli Transport 01 Base"; scope = 0; class Turrets; }; class IP_B_BS_Heli_Transport_01_Base_H : IP_B_BS_Heli_Transport_01_Base_F { class Turrets : Turrets { class CopilotTurret; class MainTurret; class RightDoorGun; }; }; class IP_B_BS_Heli_Transport_01_Tropic_F : IP_B_BS_Heli_Transport_01_Base_H { author = "rofz"; crew = "B_Fighter_Pilot_F"; displayname = "My Helo (Final)"; faction = "BS"; typicalCargo[] = {"B_recon_F"}; class Turrets : Turrets { class CopilotTurret : CopilotTurret { gunnerType = "B_Fighter_Pilot_F"; }; class MainTurret : MainTurret { gunnerType = "B_helicrew_F"; }; class RightDoorGun : RightDoorGun { gunnerType = "B_recon_LAT_F"; }; }; }; }; class CfgGroups { }; Hello all, I'm trying the simplest thing: replace the unit that operates a particular turret in a helo, but so far I could not make it work. It keeps complaining about missing individual attributes! I also tried with the same code showed here and read the Turret Config Reference multiple times to try to find a clue of what could be wrong to no avail. The issue remais the same. The code (config.cpp) is above. It's 100% reproducible. Things I have already cleared: 1) unloaded all possible mods and DLCs 2) other modules that do the same (change a Turret default unit) - like the KSK mod by IndeedPete (mentioned in the linked forum post) - work fine, regardless of the loaded mods/DLCs 3) the root cause seem to be related to the parent/base class (IP_B_BS_Heli_Transport_01_Base_F) inheritance of the Turrets class to not be working. Its Turrets config is completely blank when viewed with the Config Viewer (which does not happen with IndeedPete's KSK mod - the Turrets' config gets correctly populated) I believe the config.cpp is not correctly written or there could be some other stupid parameter missing, like a #define ENABLE_CLASS_INHERITANCE 1 or something 😠. Any ideas/suggestions would be greatly appreciated. Have a nice day!
  2. Im having trouble aiming with turrets, i move my mouse up and the turret wont move, i also trie WASD and it still wont work, if i shoot it will shoot, ive tried Youtube Google etc i have no clue how to fix it someone please help.
  3. Anybody else having issues placing MGs on tripods? I‘m trying to conceal my M2 position with sandbags/cammie netting, but if I place anything over it, it says “Gunner obstructed” when I try to get on it. Same issue when placing indoors or underneath low cover, despite nothing actually physically obstructing the weapon.
  4. Can i change the RCWS of the MBT-52 Kuma into the NATO RCWS of the Slammer UP ? Are the RCWS turrets all in the Model included and i can hide/show them or is this a kind of "attachTo" ? In the preview video of the tanks DLC you can see in the first moments a strider with a Nato RCWS.
  5. 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!
  6. 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]];
  7. 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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