animateSource – Talk
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Welp, I just grabbed 1.58 RC and tested this command, turns out it does '''not''' work at all for turrets that can actually be fired, only for turrets on unarmed vehicles that have been manually "de-hidden". For example, it doesn't work for "B_UGV_01_rcws_F", but if I create a variant with the "Turrets" subclass blanked out thru a mod, the command works. It had so many possibilities, what a shame. ''Hello darkness, my old friend...'' --[[User:AgentRevolution|AgentRev]] 02:29, 19 April 2016 (CEST) | Welp, I just grabbed 1.58 RC and tested this command, turns out it does '''not''' work at all for turrets that can actually be fired, only for turrets on unarmed vehicles that have been manually "de-hidden". For example, it doesn't work for "B_UGV_01_rcws_F", but if I create a variant with the "Turrets" subclass blanked out thru a mod, the command works. It had so many possibilities, what a shame. ''Hello darkness, my old friend...'' --[[User:AgentRevolution|AgentRev]] 02:29, 19 April 2016 (CEST) | ||
: You mean possibilities like creating an aimbot? Because I can totally see how this can be done in 10 min or less [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 11:34, 19 April 2016 (CEST) |
Revision as of 10:34, 19 April 2016
This command looks great, but I see from createVehicle/vehicles that "B_Heli_Attack_01_F" and "O_Heli_Attack_02_F" do not have sources to control the HRot and VRot of the main gunner turret. It would be incredibly useful to center the gun to the pilot's screen so it would fire at the correct location in manual fire mode, when there is no gunner. If the dev in charge of this could implement such sources, I would be absolutely grateful and exhilarated. --AgentRev 22:22, 18 April 2016 (CEST)
- Works for me just fine, when in pilot seat of Blackfoot the gunner gun is aligned perfectly. However if you need to rotate it, you can put B_UAV_AI in the gunner seat and use lockCameraTo to point it where you want. Killzone Kid (talk) 22:41, 18 April 2016 (CEST)
- The Blackfoot is lined up, but the Kajman is aiming way too high by default. I don't want to hinder other players from getting in the gunner position, which an AI would prevent. To take things further, I would like to have the turret gun match the pilot's getCameraViewDirection in freelook. --AgentRev 22:51, 18 April 2016 (CEST)
- You don't need to keep AI, when added it positions the gun properly in Kajman, then you can delete it.
- The Blackfoot is lined up, but the Kajman is aiming way too high by default. I don't want to hinder other players from getting in the gunner position, which an AI would prevent. To take things further, I would like to have the turret gun match the pilot's getCameraViewDirection in freelook. --AgentRev 22:51, 18 April 2016 (CEST)
_bob = createAgent ["B_UAV_AI", [0,0,0], [], 0, "NONE"];
_bob moveInGunner _heli;
_bob spawn
{
sleep 3;
deleteVehicle _this;
};
Killzone Kid (talk) 23:21, 18 April 2016 (CEST)
Welp, I just grabbed 1.58 RC and tested this command, turns out it does not work at all for turrets that can actually be fired, only for turrets on unarmed vehicles that have been manually "de-hidden". For example, it doesn't work for "B_UGV_01_rcws_F", but if I create a variant with the "Turrets" subclass blanked out thru a mod, the command works. It had so many possibilities, what a shame. Hello darkness, my old friend... --AgentRev 02:29, 19 April 2016 (CEST)
- You mean possibilities like creating an aimbot? Because I can totally see how this can be done in 10 min or less Killzone Kid (talk) 11:34, 19 April 2016 (CEST)