+russouk2004 6,958 Posted November 22, 2014 animation for the gun on ur apache... how did you animate it...? GunPortAnimationID=5GunPortAnimationTime=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? 1 Share this post Link to post Share on other sites
+JonathanRL 974 Posted November 22, 2014 Gun Operation would be really nice but can the AI gunner engage ground targets? Share this post Link to post Share on other sites
+Crusader 2,101 Posted November 22, 2014 They can not. Share this post Link to post Share on other sites
+Dels 649 Posted November 23, 2014 (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 November 23, 2014 by Dels Share this post Link to post Share on other sites
+russouk2004 6,958 Posted November 24, 2014 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 Share this post Link to post Share on other sites
+russouk2004 6,958 Posted November 30, 2014 Managed to get gun and tads animated...they rotate etc over a longish time span until you need them to fire at grnd target... few tweaks and done.. 1 Share this post Link to post Share on other sites