I want to increase the M3's .50cal top gunner weapon traverse to 360' as part of an upgrade I have for the vehicle. I tried using a horizonal_weapon_traverse applied modifier with the value set to x2 multi, but it doesn't do anything and the M3 still has to turn to fire at targets not right in front of it.
Do I need another modifier or have I just set it up incorrectly?
If possible I'd like to do this via a modifier, and not having to change the weapon itself.
Increasing weapon traverse via a modifier
19 Jun 2020, 15:10 PM
#1
Posts: 574
19 Jun 2020, 19:44 PM
#2
Posts: 766 | Subs: 2
Bad news. I do believe the half track's 50 cal animation can only point forward, with 45 degrees each way. The pintel mount on the 'turret' can not move. You can make the gun fire when not actual pointed at the target.
Funny thing, I could have sworn it could rotate at one point. Maybe it was broken at one point.
Edit, looking at 5 year old youtube footage it appears not.
Funny thing, I could have sworn it could rotate at one point. Maybe it was broken at one point.
Edit, looking at 5 year old youtube footage it appears not.
20 Jun 2020, 08:21 AM
#3
Posts: 574
Yeah, I came to this conclusion as I had tested other modifiers and they worked. In the end I opted for extra range and burst fire duration.
Many thanks Aegion.
Many thanks Aegion.
21 Jun 2020, 22:05 PM
#4
Posts: 789
Yeah, I came to this conclusion as I had tested other modifiers and they worked. In the end I opted for extra range and burst fire duration.
Many thanks Aegion.
Haha, I tried to do this too.
What I tried was this:
I went into the weapon file and changed its fire arc directly.
This resulted in the ridiculous situation of the gunner not aiming the gun and the bullets just emerging in all directions from the tip of the gun
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