Armored SUV issues (gunner hand animation + turned in animation issues)
Acknowledged, NormalPublic

Description

I've found a couple of animation related issues with the Armored SUV and also found ways they can be fixed.

First issue is small, the gunner's hands do not follow the elevation of the minigun, the hands always stay in the same position:


This seems to because the hand animation entries in the "MainTurret" turret are blank:

gunnerLeftHandAnimName = "";
gunnerLeftLegAnimName = "";

I've managed to find out the minigun memory point and setting those both to that fixes it:

gunnerRightHandAnimName="otochlavensuv";
gunnerLeftHandAnimName="otochlavensuv";

Second issue is a bit more complex but still not difficult to fix - when the gunner turns in and transitions into the different turned in animation, anyone getting the holding outside "turret" seats will also start using that animation:


This is because the scripts that check if the gunner is turned in and sets the correct animation are simply checking if the unit entering the vehicle is a "gunner", but because the outside seats are technically "turret" seats, the game also returns them as gunners:

onEnter.sqf:
if(_position == "gunner") then {
	if(_suv animationPhase "HideGun_01" == 1) then {
		[-2,{_this switchMove "CUP_ArmoredSUV_GunnerIn_PMC";},_unit] call CBA_Fnc_GlobalExecute;
	};
};

onSeatSwitch.sqf:
if((assignedVehicleRole _selectedUnit select 0) == "Turret") then {
	if(_suv animationPhase "HideGun_01" == 1) then {
		[-2,{_this switchMove "CUP_ArmoredSUV_GunnerIn_PMC";},_selectedUnit] call CBA_Fnc_GlobalExecute;
	};
};

Changing these checks to instead check for the specific gunner turret path of the entering unit fixes the issue:

onEnter.sqf:
if(_path isEqualTo [0]) then {
	if(_suv animationPhase "HideGun_01" == 1) then {
		[-2,{_this switchMove "CUP_ArmoredSUV_GunnerIn_PMC";},_unit] call CBA_Fnc_GlobalExecute;
	};
};
(the _path variable here is the turret path that the unit is entering that the "getIn" event handler actually returns, in my fixed script I also retrieved that with _path = _this select 3;)

onSeatSwitch.sqf:
if(assignedVehicleRole _selectedUnit isEqualTo ["Turret",[0]]) then {
	if(_suv animationPhase "HideGun_01" == 1) then {
		[-2,{_this switchMove "CUP_ArmoredSUV_GunnerIn_PMC";},_selectedUnit] call CBA_Fnc_GlobalExecute;
	};
};

That's all, they're simple fixes, I imagine they probably just got overlooked and I guess that vehicle doesn't get used enough for many people to notice it.

Details

Affected classnames
CUP_I_SUV_Armored_ION
Branch
Release/Stable
Reproducable without other mods?
Yes
simkas created this task.Fri, May 22, 7:59 PM

merge with T3628 for outside passenger anims (there isn't any information of any use in there compared to this, just to keep the tracker clean)

Freddo3000 changed the task status from Needs Review to Acknowledged.
Freddo3000 triaged this task as Normal priority.