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Posted (edited)

OK Here it is,,, Modeled Turret, turns ok ,animation ok :ok: ...here is the part i dont under stand . They do not track enemy aircraft and dont fire...where do I adjust this :dntknw: ? thank you again in advance

 

[LWingturret]

SystemType=GUNNER_STATION

SeatID=3

GunnerID=1

PilotModelName=

SetCockpitPosition=FALSE

Position=

;MinExtentPosition=-6.86,4.475,-0.492

;MaxExtentPosition=

PitchModelNodeName=LWT1

YawModelNodeName=LWT

GunRange=2000

GunnerFireChance=100

GunnerFireTime=10

GunnerAimOffset=0

PitchAngleRate=65

MaxPitch=85

MinPitch=0

DefaultPitchAngle=0

YawLimited=FALSE

YawAngleRate=75

DefaultYawAngle=0

Edited by Veltro2k
Guest capun
Posted

A couple of things to check/try

 

- The turret and gun(s) must be oriented properly in the 3DS Max model. They have to point forward even for rearward firing guns. It will look odd in the 3DS Model but that is the way they must be set.

 

- World Align the pivots for the Yaw and Pitch meshes, center the pivot where the meshes turn, specially for the guns. You may have to do a RESET XFORM here but careful, unlink the parts (in the gun/turret hierarchy) or you will get some funky results.

 

- All meshes set with TCB motion controllers

 

- There is a bug in the gunner code, even if your turret yaw is set to fully rotate, you still need to give it a min and max yaw like this

 

YawLimited=FALSE

YawAngleRate=65

MaxYaw=180

MinYaw=-180

DefaultYawAngle=0

 

- You also have to have a matching gun(s) Like this

 

[TopGun01]

SystemType=FLEXIBLE_GUN

GunTypeName=50CAL_M2

MuzzlePosition=-0.1754,-1.1561,1.1519 // Muzzle flash is set when the gun is facing forward

TracerLoading=5

BurstAmount=25

GunnerID=1 // matches the gunner ID number

MaxAmmo=400

Posted
A couple of things to check/try

 

- The turret and gun(s) must be oriented properly in the 3DS Max model. They have to point forward even for rearward firing guns. It will look odd in the 3DS Model but that is the way they must be set.

 

- World Align the pivots for the Yaw and Pitch meshes, center the pivot where the meshes turn, specially for the guns. You may have to do a RESET XFORM here but careful, unlink the parts (in the gun/turret hierarchy) or you will get some funky results.

 

- All meshes set with TCB motion controllers

 

- There is a bug in the gunner code, even if your turret yaw is set to fully rotate, you still need to give it a min and max yaw like this

 

YawLimited=FALSE

YawAngleRate=65

MaxYaw=180

MinYaw=-180

DefaultYawAngle=0

 

- You also have to have a matching gun(s) Like this

 

[TopGun01]

SystemType=FLEXIBLE_GUN

GunTypeName=50CAL_M2

MuzzlePosition=-0.1754,-1.1561,1.1519 // Muzzle flash is set when the gun is facing forward

TracerLoading=5

BurstAmount=25

GunnerID=1 // matches the gunner ID number

MaxAmmo=400

 

Thanks Cap, But what about side Guns like in the B-17 ?

Guest capun
Posted

You do something similar. In this case the yaw and pitch model could the same (the machine gun), or you need a gun pivot (mount?) for the yaw and the machine gun itself for the pitch, just be sure to have the proper pivot center.

 

You also have to orient the gun forward, same procedures as the turrets. World Aligned, XFORM RESET. etc.

 

The data ini will force the gun to the correct postion, for example the left side guns starting yaw is 270, the right gun starting yaw is 90

Posted
You do something similar. In this case the yaw and pitch model could the same (the machine gun), or you need a gun pivot (mount?) for the yaw and the machine gun itself for the pitch, just be sure to have the proper pivot center.

 

You also have to orient the gun forward, same procedures as the turrets. World Aligned, XFORM RESET. etc.

 

The data ini will force the gun to the correct postion, for example the left side guns starting yaw is 270, the right gun starting yaw is 90

 

 

:yes: :biggrin::good::clapping:

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