Ummm yes, basically it goes something like this....
Lets suppose you are doing a ship.....a good guess maybe
.
Firstly your config has to declare the turret frameworks for the class.
class All;
Class AllVehicles: All {};
class Ship: AllVehicles{};
class SmallShip: Ship{};
{
class NewTurret;
class Turrets;
};
Then for your own ship in the config you would include the turret definition for it.
For example
class BoatW: SmallShip
{
scope = 2;
displayName = "MyBoatWithTurret";
blah...
blah...
class Turrets: Turrets
{
class MainTurret: NewTurret
{
body = "MainTurret";
gun = "MainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
gunnerAction = "RHIB_Gunner";
castGunnerShadow = 1;
ejectDeadGunner = 1;
outGunnerMayFire = 1;
inGunnerMayFire = 0;
minElev = -25;
maxElev = 60;
initElev = 5;
minTurn = -135;
maxTurn = 135;
initTurn = 0;
soundServo[] = {"",0.010000,1.000000};
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
weapons[] = {"AReallyBigGun"};
magazines[] = {"VerBigDDamagingShells"};
gunnerName = "Trigger Happy Fred";
gunnerOpticsModel = "\ca\weapons\optika_empty";
showgunneroptics = 1;
gunnerForceOptics = 0;
startEngine = 0;
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.600000;
minFov = 0.600000;
maxFov = 0.600000;
};
class ViewGunner
{
initAngleX = 5;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.700000;
minFov = 0.600000;
maxFov = 0.700000;
};
};
};
Any more blah...
Extra blah...
};
Remember the values used are just an example, you can of course use your own.
Hopefully it will work for you, although proxy positions might be a pain.
Planck