---
name: "moveInTurret"
type: command
status: ok
groups: ["Turrets"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": "global", "server_exec": false}
source: https://community.bistudio.com/wiki/moveInTurret
revid: 377492
updated: 2026-01-02T06:49:15Z
---

# moveInTurret

*Command · Turrets · Arma 3 v0.50 · introduced in Armed Assault v1.00*

Locality: arguments **local** · effect **global**

## 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](../commands/moveOut.md) to move the unit out of his vehicle before trying to move him into a new (or same) vehicle.

## Syntax

```sqf
unitName moveInTurret [vehicle, turretPath]
```

**Parameters:**

- `unitName`: [Object](../topics/Object.md)
- `vehicle`: [Object](../topics/Object.md)
- `turretPath`: Turret Path

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
_soldierOne moveInTurret [_tank, [0, 0]];
```

## See also

[allTurrets](../commands/allTurrets.md) · [fullCrew](../commands/fullCrew.md) · [assignAsTurret](../commands/assignAsTurret.md) · [moveInAny](../commands/moveInAny.md) · [moveInCargo](../commands/moveInCargo.md) · [moveInCommander](../commands/moveInCommander.md) · [moveInDriver](../commands/moveInDriver.md) · [moveInGunner](../commands/moveInGunner.md) · [assignAsCargo](../commands/assignAsCargo.md) · [assignAsCommander](../commands/assignAsCommander.md) · [assignAsDriver](../commands/assignAsDriver.md) · [assignAsGunner](../commands/assignAsGunner.md) · ArmA: Actions

## Community notes

**Kronzky** — 2008-03-06

To find out which turrets are available on a vehicle (**edit:** before [allTurrets](../commands/allTurrets.md)), and what the syntax is, you can use [this little script](http://kronzky.info/turrets/index.htm).

---

**hcpookie** — 2014-02-13

Examples for nested turrets:

MainTurret = 

```sqf
_soldierOne moveInTurret [_tank, [0]];
```

CommanderTurret = 

```sqf
_soldierOne moveInTurret [_tank, [0, 0]];
```

... where:

MainTurret is the standard BIS MainTurret... e.g:

```cpp
class Turrets 
{
    class MainTurret {};
};
```

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

```cpp
class Turrets 
{
    class MainTurret
    {
        class Turrets 
        {
            class CommanderTurret {};
        };
    };
};
```

---

**Killzone_Kid** — 2014-03-19

Here is a small function to find available *turret paths* for a given vehicle. It will only search 2 levels deep, hence called *commonTurrets*:

```sqf
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:

```sqf
hint str (vehicle player call KK_fnc_commonTurrets); // [[0],[0,0]]
```

See also [allTurrets](../commands/allTurrets.md)

<sub>Source: [BI Community Wiki — moveInTurret](https://community.bistudio.com/wiki/moveInTurret) (revision 377492).</sub>
