Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fire control system for Remote weapon stations #1630

Closed
commy2 opened this issue Nov 30, 2014 · 6 comments
Closed

Fire control system for Remote weapon stations #1630

commy2 opened this issue Nov 30, 2014 · 6 comments

Comments

@commy2
Copy link
Collaborator

commy2 commented Nov 30, 2014

The merkavas 7.62mm mg is compatible with the main guns FCS, but the commanders RWS 12.7mm from the 105mm version isn't.
This doesn't make much sense. I'd prefer if all weapon stations, including the automatic grenade launchers would be compatible.

@commy2 commy2 added this to the Version 0.96 milestone Nov 30, 2014
@KoffeinFlummi
Copy link
Owner

Not reliably possible since the Fired EH doesn't tell you which unit fired out of a vehicle, meaning that if 2 seats both have the same MG, madness would occur.

@commy2
Copy link
Collaborator Author

commy2 commented Nov 30, 2014

Uhm...
local (_this select 6) ?

@commy2
Copy link
Collaborator Author

commy2 commented Dec 1, 2014

Did some testing and because its cfgAmmo, the projectile is local to everyone.

But then still. Name me one vehicle that shares the same weapon in two turrets.
It's not like the FCS has to be enabled by default for modded vehicles anyway.

@commy2 commy2 removed the wontfix label Dec 1, 2014
@commy2 commy2 reopened this Dec 1, 2014
@KoffeinFlummi
Copy link
Owner

  1. Almost every MBT with a loader or commander turret (the ones in Arma have seperate classes, but modded ones might not)
  2. Ghosthawk (irrelevant to FCS though)

Also, if we want to make it universal, we also have to support non-standard turrets, and frankly: Fuck no.

@commy2
Copy link
Collaborator Author

commy2 commented Dec 1, 2014

the ones in Arma have seperate classes, but modded ones might not

It's not like the FCS has to be enabled by default for modded vehicles anyway.

If someone goes through the trouble of configurating the FCS for AGM, then he might aswell make a copy of the weapons for each turret.

Btw, BWA3 Leo:

weapons[] = {"BWA3_SafeWeapon", "BWA3_L55", "BWA3_MG5_vehicle"};
weapons[] = {"BWA3_MG5_loader"};

Ghosthawk (irrelevant to FCS though)

vehicle player currentWeaponTurret [1];
-> "LMG_Minigun_Transport"
vehicle player currentWeaponTurret [2];
-> "LMG_Minigun_Transport2"

LMG_Minigun_Transport and LMG_Minigun_Transport2 are actually the same, so my guess would be that they made the copy exactly for that reason. Maybe for the campaign, or maybe it's required by the engine anyway.

@commy2 commy2 self-assigned this Dec 1, 2014
@commy2
Copy link
Collaborator Author

commy2 commented Jan 25, 2015

#1634

@commy2 commy2 closed this as completed Jan 25, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants