animateSource – Talk

From Bohemia Interactive Community
Revision as of 22:21, 18 April 2016 by Killzone Kid (talk | contribs)
Jump to navigation Jump to search

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.

_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)