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Military vehicles with turret problem after gunrunning update.



  • Like the title says, gunrunning fixed some things for us modders (amphibious vehicles with sounds) but cock-blocked other features.

    Many military add-on vehicles like tanks or apcs had turrets with a main cannon and one or more secondary guns. Worked pretty well before gunrunning. Now it doesn't.

    The turret also spins with one specific weapon and goes back into default position when choosing another. You can still shoot in any direction, but the objects itself won't move.

    See here:

    What I have tried so far:

    -changing order value of add-on package to 26 and 27 (after GR DLC, Elope's idea)
    -altering handling.meta turret values (giving only first weapon a value, all others zero and giving all weapons the same values)
    -using new GR vehicle flags
    -using different PTFX assets in vehicles.meta
    -using Tampa 3 and APC weapon.meta files as base for custom weapons
    -make invisible turret 2 and 3 for secondary weapons



  • Nothing to see here, just some tags :D

    @FoxtrotDelta @Oskar @nathanjamesddg151 @CamxxCore @Elope



  • @SkylineGTRFreak Good to know man.. just today install an addon from your mod
    Ace Combat 7. Very good model! :)
    I made some screenshots



  • I noticed that the cannon on top of the Tampa does not spin either in SP.



  • @womb_raider well the standard single minigun does not spin, only the dual MG does. And afaik you can't mod the GR vehicles in SP yet :thinking:


  • MODERATOR

    @SkylineGTRFreak this really wouldn't affect the Nathan James though since we only need 1 turret.



  • @nathanjamesddg151 yea that's true. I also might have found a solution die the turret problem flipping the vehicle.

    And since the APC and trailer and GR brought us working flaps die Guns, we might have working VLS cells


  • MODERATOR

    @SkylineGTRFreak that would be awesome!!! can't wait to see if that works.



  • @SkylineGTRFreak So the turret is now finally working?


  • MODERATOR

    @Oskar kinda... but it is still buggy.



  • hum... my metalslug-tank has same problem...
    so strange update :disappointed:

    ,,,,,memo,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
    [ problems ] weapons on turret bugs with GunRunning Update (v1.40 / v1.0.1103.2)

    • multiple weapons on the rotating turret.
    • turret base doesn't rotate with every Weapons.
    • just 1 weapon works fine.


  • Oye!! I Got The Same Problem Holmes! But Its About The NPCs/Bodyguards Using Weapons/ Turrets. I Was Very Excited For The Release Of GunRunning For Their Ranflas Because I Mostly Want & Give NPCs & Bodyguards The Vehicles To Use The Weapons/Turrets. I Tested All Of Them. The BRDM-2 None Of The NPCs & Bodyguards Are Able To Shoot At Anything. They Can Move The Turret, But That Is It. They Don't Shot At Anything. As Well As The Guns In The Back Passenger Seats.
    The Half Tack, They Do Shoot It, But I Think One Of The Turrets On The Half Track Are 200MM Flacks, Which Shoots
    Explosions For The Player. But NPCs Shoot Regular Technical Ammunition, Which Aren't Explosions. That Delta Force Looking Off Road Don Buggy, Works %100 Okey! The Anti Aircraft Trailers, I Used Bodyguard Squads For This And They Work Fine? That I know Of on Both Stock Turret And Homing Turret As Well. Hopefully Someone Finds A Fix For This Issue Ese! by The Way @SkylineGTRFreak I Love Your Vehicle Mods Holmes! Especially Your 1 Ton Truck And Humvees!! FRME!! Puro Neta!!



  • This could be an issue with values changed in the exe. But then again maybe a file was changed somewhere else.

    I had @Jax765 compile a list of files changed in the newest update to assist those searching for an answer. Here are the results.

    alt text

    alt text

    alt text

    alt text

    Its a rather long list but hopefully it'll helpful



  • @SkylineGTRFreak I'm using Valkyrie's weapon to my TBOGT APC and i don't have any problems. Standard drive-by weapons are still visible while driving but i added a flag to block them from using.



  • @CP as long as it's a single weapon/turret there's no problem. It's rather when you have a main cannon and secondary MG on the turret for example.



  • @SkylineGTRFreak Maybe you're missing something in vehicle hierarchy.



  • [note] repairing MetalSlug-Tank (3 weapons on 1 turret)

    I have tested most of the new weapons from the GunRunning update first (v1.40 / v1.0.1103.2)
    right.
    The vehicle with multiple weapons,
    Turret rotates only in the last weapon of the weapon list.
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    I had already analyzed the oppressor's meta, for hove-bike mod.
    (Some features are already in use. GLIDER-FLAG and Weapons of oppressor)

    GunRunning update includes some fixed weapons.
    some of fixed weapons is useful to me (not rotating on turret too)

    • oppressor ▶ Automatic tracking missile ▶ VEHICLE_WEAPON_OPPRESSOR_MISSILE
    • tampa3 ▶ Self-Rotating machinegun ▶ VEHICLE_WEAPON_TAMPA_FIXEDMINIGUN

    Automatic tracking missile, no problems to any vehicles.

    The machinegun of tampa3,
    The aim point is little bit high, but we can edit by the rotating x-axis of dummy.
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    I have not found a good matching combination for the MetalSlug-Tank yet,
    so
    i just choice a weapon the tank-canon for rotating,
    Other weapons were not rotate. unfortunately...

    When setting the weapons in handling.meta,
    Only the last weapon was spinning.
    So I had to change the numbers of weapon dummy.
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    The weapon setting squares is increased to 4,
    I tried to fill all 4, but there was a problem (in my case only, i think)
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    some new FLAGs were also test with vehicles.meta,
    I did not understand everything yet.
    I'll get it later... :neutral_face:
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    The every new effects from the GunRunning update,
    When I first spawned a vehicle, effects could not bring it into memory.
    (As my hover-bike is spawned without the boost effect. it's fixed now)
    so fixed by <order value="99" /> of dlc.
    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    than,
    i just finished making two kinds of DLC.
    https://www.gta5-mods.com/vehicles/metal-slug-sv-001-add-on#description_tab

    • New DLC for GTA5 v1.40 (1.0.1103.2 GunRunning) or Higher
    • Old DLC for GTA5 v1.39 (1.0.1032.1) or Lower


  • @CP well, all the mods worked perfectly fine before gunrunning, but now they're all pretty much broken. I don't really want to go back and edit each one, but I probably have to. First I have to find out what causes it, otherwise I'll probably have to go back to make tanks with cannon only again :/



  • Since R* also messed with handlings and physics/downforce, wouldn't it be worth waiting for an update that could fix this?



  • Any progress on this?

    I guess first off what needs to happen is someone needs to test the new exe with a pre gun running update.rpf. If it still happens there then we can nail it down as a exe problem.

    @SkylineGTRFreak did you test that yet?



  • any progress? Just a thought, but the Gunrunning DLC added the 'weaponised tampa' and that can have three working weapons, maybe the answer is located in its vehicles meta?



  • Has anyone tested this since the gun smuggling update? I'm still waiting on SHV to update as I'm doing some script items atm so haven't gotten to test this myself.



  • @Dilapidated When playing GTA V 1.41 with RDE 3.1, I found that even in 1.41, this problem still stays



  • @SkylineGTRFreak anything new with this issue? The problem still seems to exist (at least for me).



  • @kingle92 nope, still no solution


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