I have problem with machine gun turrets, all of them work in basic level however some of the axis is broken. For example I can rotate the turret left to right without problems, however when I move mouse forward and backwards, the gun rotates like err turns on to its side, instead putting the tip of the barrel down or lifting it up, its weird.
First of all lets begin with simple by posting the selections and configs.
1.0 LOD selections
FrontLeftGun - the whole gun
FrontLeftGun_Turret - the whole gun
zasleh_front_left - muzzle flash proxy
Memory LOD points
axis_FrontLeftGun - two points horizontally where it would "tilt" up/down.
axis_FrontLeftGun_Turret - two points vertically where it would rotate left/right.
chamber_FrontLeft - point where the chamber would be
end_FrontLeft - tip of the barrel
FrontLeftGun - points of gunnerview_FrontLeft, chamber_FrontLeft and end_FrontLeft
FrontLeftGun_Turret - points of gunnerview_FrontLeft, axis_FrontLeftGun, chamber_FrontLeft and end_FrontLeft
gunnerview_FrontLeft - point where gunner view is
machinegun_FrontLeft - same as chamber_FrontLeft
Then the configs.
cfgSkeletons / skeletonBones
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"FrontLeftGun_Turret","","FrontLeftGun","FrontLeftGun_Turret"
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// front left gun
class FrontLeftGun_Turret
{
type="rotationY";
source="FrontLeftGun_Turret";
selection="FrontLeftGun_Turret";
axis="axis_FrontLeftGun_Turret";
animPeriod=0;
memory=1;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
class FrontLeftGun
{
type="rotationX";
source="FrontLeftGun";
selection="FrontLeftGun";
axis="axis_FrontLeftGun";
animPeriod=0;
memory=1;
minValue="rad -360";
maxValue="rad +360";
angle0="rad -360";
angle1="rad +360";
};
cfgVehicles / heloname
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class Turrets
{
// front left
class FrontLeftGun_Turret : NewTurret
{
startEngine = 0;
outGunnerMayFire = 1;
body = "FrontLeftGun_Turret";
gun = "FrontLeftGun";
animationSourceBody = "FrontLeftGun_Turret";
animationSourceGun = "FrontLeftGun";
proxyIndex = 1;
commanding = -1;
gunnerName = "Front Left Gunner";
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos_gunner_dir";
memoryPointGun = "machinegun_FrontLeft";
memoryPointGunnerOptics = "gunnerview_FrontLeft";
memoryPointGunnerOutOptics = "gunnerview_FrontLeft";
gunBeg = "end_FrontLeft";
gunEnd = "chamber_FrontLeft";
selectionFireAnim = "zasleh_front_left";
gunnerAction = "UH60_Gunner";
gunnerInAction = "UH60_Gunner";
primaryGunner = 1;
weapons[]={"VTE_m197"};
magazines[]={ "VTE_Mounted_750Rnd_20mm" };
minElev = -80;
maxElev = 25;
initElev = -80;
minTurn = -70;
maxTurn = 70;
initTurn = 0;
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.6;
minFov = 0.6;
maxFov = 0.5;
};
gunnerOpticsModel = "\ca\weapons\optika_empty";
gunnerForceOptics = 0;
};
I know the info isn't complete, like you'd have to see how the Memory LOD points are actually positioned, but I'm hoping some smart guy can point out problem in my configs. If someone really wants to dig deep into this, they can find the MLOD model and related configs in this rar (8.6mb), it contains VTE_air.pbo and VTE_configs.pbo which contain the files, the model in question is "VTE_ach47a.p3d".