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Posted

animation for the gun on ur apache...

how did you animate it...?

GunPortAnimationID=5
GunPortAnimationTime=0.5

ive got it to rotate 360 deg...not set pitch yet...

 

also did you get tads to move?...

 


I was thinking of setting it up as a gunner station so it moves as if controlled...tads that is...can we tie it to gun operating too?

post-1981-0-59689000-1416621759_thumb.jpg

  • Like 1
Posted (edited)

animation for the gun on ur apache...

how did you animate it...?

GunPortAnimationID=5

GunPortAnimationTime=0.5

ive got it to rotate 360 deg...not set pitch yet...

 

also did you get tads to move?...

 

I was thinking of setting it up as a gunner station so it moves as if controlled...tads that is...can we tie it to gun operating too?

 

Sorry for the delay getting back to you russo, I check the net infrequently over the weekends.

 

Anyway, as Crusader said, the gunner cannot engage ground targets so the gun on my Apache just points and shoots straight ahead. However because I also produced a ground object version of the Apache, and with vain hope that TK might include some coding for Air-to-Ground turrets, I did set up the pivots for both the gun and TADS. They would have to move independently but you could have two "gunner" controllers for them. (BTW, I didn't bother to animate the TADS for my ground object Apache). I accepted the fact that the ammunition link wasn't going to be flexible and just had the whole gun pivot vertically (minus the two pronged mount which is the horizontal pivot similar to what you've done).

 

Dels

Edited by Dels
Posted

ok thnx for info....may set tads as an manual anim slot that just rotates back n fore with a long-ish tim e span .to look good lol.....with gun may make it similar but optional...just for looks...

added some more bits...few to do and add interior

added

gps

tail light  nav lights,form lights

ads sensors..

countermeasures...getting there

post-1981-0-30476700-1416789390_thumb.jpg

post-1981-0-38904500-1416789396_thumb.jpg

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