Kronzky
To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
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Command · Markdown · JSON · original wiki page
Moves the soldier into the vehicle's turret. (Immediately, without animation).
Note
See AI Group Vehicle Management for more information.
Important
If the unit is already in a vehicle, nothing will happen. You should use moveOut to move the unit out of his vehicle before trying to move him into a new (or same) vehicle.
unitName moveInTurret [vehicle, turretPath]
Parameters:
unitName: Objectvehicle: ObjectturretPath: Turret PathReturns: Nothing
_soldierOne moveInTurret [_tank, [0, 0]];
allTurrets · fullCrew · assignAsTurret · moveInAny · moveInCargo · moveInCommander · moveInDriver · moveInGunner · assignAsCargo · assignAsCommander · assignAsDriver · assignAsGunner · ArmA: Actions
To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
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 {};
};
};
};
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