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Author Topic: The turret/path thing for helo weapons  (Read 3883 times)

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Offline Nixer6

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The turret/path thing for helo weapons
« on: 22 May 2007, 02:13:57 »
I am trying to rearm a uh60mg when it lands with a trigger and little script.

Does anybody have a clue on how to do the 2nd minigun? I can only rearm the first one.

I've looked everywhere for info on turret/path with no luck.
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Offline Planck

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Re: The turret/path thing for helo weapons
« Reply #1 on: 22 May 2007, 02:29:08 »
The first Uh60 gun has the class M134 with the magazine name of "2000Rnd_762x51_M134", the second gun has the name M134_2 and uses the same magazines.

Hopefully this is what you needed to know.


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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #2 on: 22 May 2007, 18:20:50 »
Thanks

I had found that. But it seems that when you try to "addMagazine" to the helo, it only reloads the first gun.

I'll test it again and give an example script. Kinda in the weeds with work right now.


Edit:

Another thing....has anybody figured out how to have an AI man the second gun? What position is it? It's not Commander, tried that.
« Last Edit: 22 May 2007, 18:45:20 by Nixer6 »
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #3 on: 24 May 2007, 04:57:51 »
Ok found this at the Biki.

moveInTurret in the ArmA ComRef

here 2 examples : Boat1 is an "RHIB 2 Turrets"

Soldier MoveInTurret [Boat1,[0]]

result : Soldier will mount into the front turret of the boat

Soldier MoveInTurret [Boat1,[1]]

result : Soldier will mount into the Back turret of the boat

So I guess maybe that the 2nd gun of UH60 would be Soldier MoveInTurret [heli1,[1]] or something like that. Still doesn't solve the 2nd gun's ammo problem though.

Is there a decompressed config around anywhere?
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Offline hoz

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Re: The turret/path thing for helo weapons
« Reply #4 on: 24 May 2007, 07:00:23 »
You can use eliteness to unpbo and unrAP the config.
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #5 on: 24 May 2007, 19:36:39 »
Thanks Hoz.

Been wanting to take a peek at it. I'll probably get more confused, lol.
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #6 on: 25 May 2007, 00:13:15 »
Well I can de PBO the pbo but I still have a config.bin which is what I think I need to look at.

What takes apart .bin files??
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Offline Planck

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Re: The turret/path thing for helo weapons
« Reply #7 on: 25 May 2007, 00:46:30 »
Eliteness will do that for you as well.........just double click on the config.bin in the eliteness window and it will display the file in readable form for you in the main display window.

You can save it from there.


Planck
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #8 on: 25 May 2007, 08:02:49 »
I cannot get Eliteness to work on my machine...two different downloads from different places.

I get a Windoze error with both. "Windows has encountered a problem and has to close Eliteness" or some such stuff.

WinXP SP2 here. First line hardware.

Arma unPBO works fine on PBO's but no luck on the .bin
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Offline Planck

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Re: The turret/path thing for helo weapons
« Reply #9 on: 25 May 2007, 18:44:09 »
Which version of Eliteness are you using, the latest, AFAIK, is 2.12.

Anyway, when extracted and put...wherever you like......the folder should have at least Eliteness.exe, DePBO.dll and the readme inside it.


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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #10 on: 25 May 2007, 19:05:58 »
I've got 2.08.

I just tried the one here...also 2.08

Eliteness MFC Application has encountered a problem and needs to close.  We are sorry for the inconvenience.

Same error??????????
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Offline JasonO

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Re: The turret/path thing for helo weapons
« Reply #11 on: 26 May 2007, 18:59:23 »
The original question.. was it answered?

Have you tried adding the magazine to the weapon, selecting the next weapon with selectweapon and then add the magazines again?

Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #12 on: 27 May 2007, 18:29:56 »
No...I haven't tried that. It makes sense and it might work. Thanks

Will get back when I try it. Busy with hardware for the next day or two.


#EDIT-removed the unnecessary quote  h-
« Last Edit: 27 May 2007, 19:23:40 by h- »
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Offline h-

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Re: The turret/path thing for helo weapons
« Reply #13 on: 27 May 2007, 19:26:15 »
Nixer6, don't quote the entire previous post you're replying to..
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #14 on: 19 Oct 2007, 15:17:38 »
I had forgotten this for awhile.

I solved the problem. I actually was able to get two AI gunners to man the guns in a UH60 mg.  :clap:

Code: [Select]
heliGunner0 assignAsGunner heli;
heliGunner1 assignAsGunner heli;

heliGunner0 moveInTurret [heli, [0]];
heliGunner1 moveInTurret [heli, [1]];

But now I had a new problem.  :whistle:

One of the gunners kept jumping out! I decided to look at the air.pbo, to see if the config had any hints.
Code: [Select]
class Turrets : Turrets {
class MainTurret : MainTurret {
body = "mainTurret";
gun = "mainGun";
<snip>
weapons[] = {M134};
magazines[] = {"2000Rnd_762x51_M134"};
gunnerName = $STR_POSITION_CREWCHIEF;
<snip>
gunnerAction = "UH60_Gunner";
gunnerInAction = "UH60_Gunner";
primaryGunner = 1;


class RightDoorGun : MainTurret {
body = "Turret_2";
gun = "Gun_2";
<snip>
                                           weapons[] = {M134_2};
gunBeg = "muzzle_2"; // endpoint of the gun
gunEnd = "chamber_2"; // chamber of the gun
primaryGunner = 0;



Now that tells me that the primary gunner is the first turret....I think. Bottom Line...

I swapped turret positions for the gunners and now it works fine.  :scratch:
Code: [Select]
heliGunner0 moveInTurret [heli, [1]];
heliGunner1 moveInTurret [heli, [0]];

So I guess turret 0 is the secondary gun position. I had tried all sorts of combinations, moveInCommander, assignAsCommander blah, blah.

Still investigating.

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Offline Spooner

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Re: The turret/path thing for helo weapons
« Reply #15 on: 19 Oct 2007, 17:43:43 »
The "gunner" (as far as moveInGunner, gunner, assignAsGunner are concerned) always lives in the primary turret. On the blackhawk, this is the crew chief position. There can only ever be one gunner, as such, regardless of the number of turrets (blame BIS for not thinking that secondary turrets might be useful until ArmA). The secondary turret position actually has nothing to do with being a gunner so I think you'd need to assignAsCargo (or not assign) to get someone into that position. Anyway, I think that explains why your were having problems based on the order you assigned people as gunner: the second guy being made the gunner will have unassigned the first guy.
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Offline Nixer6

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Re: The turret/path thing for helo weapons
« Reply #16 on: 19 Oct 2007, 17:50:34 »
AssignAsCargo worked...but was unpredictable.

Sometimes the 2nd gunner would again just jump out when anyone else got on board.

Quote
that explains why your were having problems based on the order you assigned people as gunner - the second guy being made the gunner will have unassigned the first guy.

Yep. That's what reading the config helped me to figure out. I believe I also tried not assigning the 2nd gunner...the chopper would just sit there and not move.

I was just happy to make it work. The ComRef here and on the Biki are a little confusing regarding MoveInTurret.   ??? :yes:
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