To find out which turrets are available on a vehicle (edit: before allTurrets), and what the syntax is, you can use this little script.
Description
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.
Syntax
unitName moveInTurret [vehicle, turretPath]
Parameters:
unitName: Objectvehicle: ObjectturretPath: Turret Path
Returns: Nothing
Examples
Example 1
_soldierOne moveInTurret [_tank, [0, 0]];
See also
allTurrets · fullCrew · assignAsTurret · moveInAny · moveInCargo · moveInCommander · moveInDriver · moveInGunner · assignAsCargo · assignAsCommander · assignAsDriver · assignAsGunner · ArmA: Actions
Community notes
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