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Hi. Just wanna ask, does Commander Turret Override work the same way as ACE‘s Hunter Killer?
https://ace3.acemod.org/wiki/feature/hunterkiller
It works excellent with AI however the multicrew issue is a bummer, hope you fix it.
Maybe add a second bind to remove the gunner override oder add a timer if the gunner is a player to auto unlock so the gunner(player) can move the turret again.
Thanks in advance
The turret rotates slowly no matter the vehicle, and you have to be very specific to find it, which is a massive timewaster and an even bigger stress inducer.
I assume the gunner is moved far away (0,0,0 ?) and thus TFAR/ACRE blocks all comms.
A gun lock would also be nice, just aesthetically, but turret lock would be invaluable.
Thank you mate, I'll keep you posted! Appreciate the hard work.
This is a bug in the Arma engine, I've pushed an update to try and make it less likely. This will be fixed permanently with V2.08 of Arma, as it contains a new scripting command that makes this better.
"so when you have in TC/ gunner combo, the TC will hit override and it will work for a couple times. afterwards depending on the mission when overriding the turret will move but the gunner will be staying at the same location
then it just seems to not want to work"
We love the mod, but if you could fix this it would be amazing.
If this issue persists after this update, please let me know.
It's been an issue forever, just never fixed :/ https://feedback.bistudio.com/T75850