Arma 3
Commander Turret Override
56 Comments
NCR RANGER JD Jun 13 @ 11:27pm 
Hunt and killer Works
Seb  [author] Feb 21 @ 12:31pm 
Yes, but my mod predates that feature and also works automatically without specific vehicle configuration
HBAOplus Feb 21 @ 6:11am 
@Seb
Hi. Just wanna ask, does Commander Turret Override work the same way as ACE‘s Hunter Killer?
https://ace3.acemod.org/wiki/feature/hunterkiller
爱泼斯坦没有自杀 Nov 28, 2024 @ 4:18pm 
This mod does nothing the default game doesn't already let you do.
Logo110 Nov 15, 2024 @ 7:01am 
Is it possible to hide lock turret prompt action menu?
YangGang120 Aug 10, 2024 @ 1:15am 
When the gunner is a player, he can't move the turret unless swapping seats, even when locking and unlocking the turret.
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
[U.V.G.] Sloppy Jul 29, 2024 @ 2:27am 
Hey man i love your mods! I'm having an issue with this one, the turret will turn to the correct direction but the gun wont aim to where i'm pointing. Using this in a player filled vehicle. Any idea how to fix?
The Legacy Apr 2, 2023 @ 2:34pm 
@Izhevsk M44 Is this single player or multiplayer? In multiplayer you can't do this with a player-driven turret.
[+| CL rautamiekka Mar 1, 2023 @ 2:16pm 
@Izhevsk M44

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.
Sling Blade Feb 12, 2023 @ 8:22pm 
I don't get this mod at all. First of all, by default as the commander you can just put your crosshair over an enemy and right click and the gunner looks there, this mod isn't needed. Second, it didn't do anything for me anyway. ALT+T didn't do anything. Third, when I turned out of the commander hatch of an RHS T-90A, my camera was pointing at the sky and the game was throwing up tons of error messages and the audio cut out.
Rowdied Sep 21, 2022 @ 10:32pm 
any possibility to have this work when turned out?
Nuclear Winter Aug 5, 2022 @ 10:21pm 
Thank you.
Herr Keown [20X] Jul 21, 2022 @ 4:34am 
I fucking love this mod
Reticuli Jun 3, 2022 @ 8:50pm 
Also interested in forcing the AI driver to drive while I act as gunner or commander. A lot of vehicles want you to do everything.
Seb  [author] May 9, 2022 @ 10:02am 
Not yet, I will do it soon
Nitro Nic May 9, 2022 @ 3:40am 
Has the supposed permanent fix with game version 2.08 already been implemented?
&x Feb 14, 2022 @ 11:16am 
hi, my unit had to remove this mod because during the time it takes for the turret to turn, the gunner cant talk via TFAR/ACRE to the rest of the crew.

I assume the gunner is moved far away (0,0,0 ?) and thus TFAR/ACRE blocks all comms.
centuryegg Jan 23, 2022 @ 5:47pm 
Hey Seb, was doing a Gunner/TC game with my roommate and everytime we designated it would bring the gun back to the 12 o clock 0 degrees elevation, not to where I was aiming
Seb  [author] Jan 14, 2022 @ 7:10am 
It can be repacked and reuploaded so long as it not uploaded to the Steam Workshop.
TommygunCo Jan 13, 2022 @ 11:25pm 
Amazing work as always mate! Is this mod able to be repacked into a unit base mod? Credit and linking all given to you as creator etc.
Yo Gabba Gabba! Dec 29, 2021 @ 12:54pm 
Could you consider a Travel Lock, so that the turret remains fixed to the hull? It would be really helpful when moving unbuttoned, particularly in GM vehicles, where the AI rotating the turret can be disorientating. It would be great to lock the turret so I can focus on scanning the terrain with binoculars, or if no contact is expected just relax.

A gun lock would also be nice, just aesthetically, but turret lock would be invaluable.
liwocom Dec 23, 2021 @ 5:09pm 
指挥官可以控制炮塔。
Solarcode red Nov 17, 2021 @ 5:39pm 
How do I reconfigure the controls
Quid Pro Crow Oct 17, 2021 @ 10:32am 
This does not seem to work for the SOG Prarie Fire tanks
AggonyMephisto Sep 25, 2021 @ 3:15pm 
@Seb

Thank you mate, I'll keep you posted! Appreciate the hard work.
Illu Sep 25, 2021 @ 9:12am 
does this work as a server-sided mod or can it run as client-sided?
Seb  [author] Sep 25, 2021 @ 9:02am 
@AggonyMephisto

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.
AggonyMephisto Sep 24, 2021 @ 7:37pm 
Hey mate, I'm in an armoured milsim commander and we're experiencing problems with the mod.

"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.
Cyberwolf Sep 10, 2021 @ 7:53pm 
Doesnt seem too work it says no empty spaces even though i have tried only me being in the tank
Not Erik Sep 7, 2021 @ 3:47pm 
Is it possible to add a toggle option?
Nico Aug 29, 2021 @ 2:57am 
We had a probnlem while playin, after few minutes and a lot of designations, a magic AI started shooting and engaging enemys. We had no AI at all in the tank, really weird. Used ace and an RHS Abrams
Chase W. Aug 28, 2021 @ 5:18pm 
Unsure if this has been asked but does this work as a server-sided mod or can it run as client-sided?
Col. Schwi Aug 23, 2021 @ 7:33am 
Really a must-have mod
Taff Aug 18, 2021 @ 3:47pm 
Just tested this as part of a group - beautifully executed :D
Dead Echo 1B Aug 15, 2021 @ 8:22am 
I can think of a certain commander from down under who would've loved this mod before he lost his Tiger 2
Phoenix_ZA Aug 14, 2021 @ 4:56am 
Thank you so much for this!
Dx3bug Aug 13, 2021 @ 11:23pm 
This was my Dad's biggest complaint in Arma, not being able to grab command of the Turret to aim it.
Seb  [author] Aug 12, 2021 @ 12:17am 
Yes, it's a CBA keybind
Solarcode red Aug 11, 2021 @ 4:31pm 
Am I able to change the key binding
Seb  [author] Aug 11, 2021 @ 4:13pm 
I have removed support for remoteControlled units (like you can do in Zeus), as this potentially breaks all your controls. For most people this should not affect anything in normal use.

If this issue persists after this update, please let me know.
Shamshurin.T Aug 11, 2021 @ 11:19am 
Thank's, very useful
Seb  [author] Aug 11, 2021 @ 2:55am 
@Ice unfortunately, it's not a bug with my mod per se. There is a bug within Arma where the remoteControl/selectPlayer scripting command this mod uses fails to work properly and breaks your controls. This also happens in Zeus when remote controlling units. I'm investigating workarounds, although they might make this mod less smooth.

It's been an issue forever, just never fixed :/ https://feedback.bistudio.com/T75850
Nico Aug 11, 2021 @ 1:51am 
Yea just checked, i fked something up sry
Seb  [author] Aug 11, 2021 @ 1:47am 
It works with ACE.
Nico Aug 11, 2021 @ 1:22am 
sadly it doesent work with ace
Ice Aug 10, 2021 @ 5:48pm 
Very excited. My friend was a tank crewman for the M1 back in the 80s so he's stoked for this mod to work!
Seb  [author] Aug 10, 2021 @ 4:28pm 
The sender and receiver need the mod, but I'm not 100% sure if the server does. I don't think it will need it.
Zwounk Aug 10, 2021 @ 2:23pm 
I assume that this would need to be on both server and client right?
minhduc-dev Aug 10, 2021 @ 9:57am 
ok
Seb  [author] Aug 10, 2021 @ 6:09am 
Not for players.