arma2:modeling:proxy_weapons
Differences
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arma2:modeling:proxy_weapons [2011/07/22 14:05] – created proxy_weapons initial page. snakeman | arma2:modeling:proxy_weapons [2024/08/01 22:02] (current) – links added. snakeman | ||
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- | ====== Aircraft Proxy Weapons ====== | + | ====== |
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+ | [[https:// | ||
Weapon proxies in ArmA 2 | Weapon proxies in ArmA 2 | ||
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This explains how A2 handles weapon proxies on planes and choppers. It also shows some advanced procedures to enhance weapon load-out variety. | This explains how A2 handles weapon proxies on planes and choppers. It also shows some advanced procedures to enhance weapon load-out variety. | ||
- | General proxy use seen on BIS sample models | + | General proxy use seen on bis sample models |
- | Sadly BIS doesn' | + | Sadly bis doesn' |
- | The missile model is centered to the horizontal zero-line of the O2 grid. This goes for all BIS missile models. They are all centered. As the proxy uses this zero line as positional reference, a missile with smaller diameter doesn' | + | The missile model is centered to the horizontal zero-line of the O2 grid. This goes for all bis missile models. They are all centered. As the proxy uses this zero line as positional reference, a missile with smaller diameter doesn' |
So using different weapons is generally possible but doesn' | So using different weapons is generally possible but doesn' | ||
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The proxy numbering | The proxy numbering | ||
- | When applying proxies, they get automatically numbered, starting from 001 ascending. This goes as long you're using the same p3d as model shape but as soon you select another shape, the numbering restarts at 001 for this new shape. | + | When applying proxies, they get automatically numbered, starting from 001 ascending. This goes as long you're using the same p3d as model shape but as soon you select another shape, the numbering restarts at 001 for this new shape. |
About the loading/ | About the loading/ | ||
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This goes for the magazines defined in the config as well as magazines applied by addMagazine scripting command. | This goes for the magazines defined in the config as well as magazines applied by addMagazine scripting command. | ||
- | Proxy problem: model are loaded correctly but when firing, they spawn at the center of the plane instead of their original position. Known problem, usually happens when using non-BIS model p3d files as proxy shape. When you're done with placing and adjusting the proxies, you should change the shape of all proxies to \CA\air\AIM9xSidewinder or another | + | Proxy problem: model are loaded correctly but when firing, they spawn at the center of the plane instead of their original position. Known problem, usually happens when using non-bis model p3d files as proxy shape. When you're done with placing and adjusting the proxies, you should change the shape of all proxies to \CA\air\AIM9xSidewinder or another |
Conclusions so far. | Conclusions so far. | ||
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* Proxies should be aligned according to the down centered weapon shapes | * Proxies should be aligned according to the down centered weapon shapes | ||
* Proxies should be numbered in ascending order without the same number given twice | * Proxies should be numbered in ascending order without the same number given twice | ||
- | * The proxy shape of the final aircraft should be a default | + | * The proxy shape of the final aircraft should be a default |
Weapons or Magazines? | Weapons or Magazines? | ||
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Proxy layering. | Proxy layering. | ||
- | Until now, our fictive sample plane has 8 weapon stations, so the max missiles/ | + | Until now, our fictive sample plane has 8 weapon stations, so the max missiles/ |
But as already described above, you can have non weapon equipment as magazines loaded on the plane, this includes multi racks. The procedure is always the same: create a separate p3d file for the multi rack, define a ammo in cfgAmmo and finally a magazine in cfgMagazine. | But as already described above, you can have non weapon equipment as magazines loaded on the plane, this includes multi racks. The procedure is always the same: create a separate p3d file for the multi rack, define a ammo in cfgAmmo and finally a magazine in cfgMagazine. | ||
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So keep in mind, the loading order of the magazines defines the appearance on the vehicle. Magazines for non-proxy weapons (like Machine guns or FFAR pods) can be added at any time, be it as first, last or in between. They wont interfere with proxy weapons. | So keep in mind, the loading order of the magazines defines the appearance on the vehicle. Magazines for non-proxy weapons (like Machine guns or FFAR pods) can be added at any time, be it as first, last or in between. They wont interfere with proxy weapons. | ||
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arma2/modeling/proxy_weapons.1311343511.txt.gz · Last modified: 2011/07/22 14:05 (external edit)