moveInTurret

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Description

Description:
Moves the soldier into the vehicle's turret. (Immediately, without animation).
See AI Group Vehicle Management for more information.
Groups:
Turrets

Syntax

Syntax:
unitName moveInTurret [vehicle, turretPath]
Parameters:
unitName: Object
vehicle: Object
turretPath: Array format Turret Path
Return Value:
Nothing

Examples

Example 1:
_soldierOne moveInTurret [_tank, [0, 0]];

Additional Information

See also:
allTurrets fullCrew assignAsTurret moveInAny moveInCargo moveInCommander moveInDriver moveInGunner assignAsCargo assignAsCommander assignAsDriver assignAsGunner GetInTurret

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Kronzky
Posted on Mar 06, 2008 - 20:31 (UTC)
To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
hcpookie
Posted on Feb 13, 2014 - 01:56 (UTC)
Examples for nested turrets: MainTurret =
_soldierOne moveInTurret [_tank, [0]];
CommanderTurret =
_soldierOne moveInTurret [_tank, [0, 0]];
... where: MainTurret is the standard BIS MainTurret... e.g:
class Turrets 
{
	class MainTurret {};
};

CommanderTurret is the standard BIS CommanderTurret located on the MainTurret... e.g:

class Turrets 
{
	class MainTurret
	{
		class Turrets 
		{
			class CommanderTurret {};
		};
	};
};
Killzone_Kid
Posted on Mar 19, 2014 - 00:07 (UTC)
Here is a small function to find available turret paths for a given vehicle. It will only search 2 levels deep, hence called commonTurrets:
KK_fnc_commonTurrets = { private ["_arr","_trts"]; _arr = []; _trts = configFile / "CfgVehicles" / typeOf _this / "Turrets"; for "_i" from 0 to count _trts - 1 do { _arr set [count _arr, [_i]]; for "_j" from 0 to count ( _trts / configName (_trts select _i) / "Turrets" ) - 1 do { _arr set [count _arr, [_i, _j]]; }; }; _arr };
Example call:
hint str (vehicle player call KK_fnc_commonTurrets); // [[0],[0,0]]
See also allTurrets