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arma2:modeling:proxy_weapons

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arma2:modeling:proxy_weapons [2011/07/22 14:05] – created proxy_weapons initial page. snakemanarma2:modeling:proxy_weapons [2024/08/01 22:02] (current) – links added. snakeman
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-====== Aircraft Proxy Weapons ======+====== ArmA 2 Aircraft Proxy Weapons ====== 
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 +[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
  
 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't make use of the potential of the proxy system. Weapon MLOD's and proxies are modeled and adjusted in a way that doesn't make it possible to swap weapons. Well, it is possible but visually they don't fit pretty well. So if you place a AGM-65 on a place which is adjusted for a AIM-9X, the missile is halfway buried into the weapon pylon. The other way around, placing a AIM-9X on a place which is adjusted for a AGM-65, the missile will be floating below the pylon without contact.+Sadly bis doesn't make use of the potential of the proxy system. Weapon MLOD's and proxies are modeled and adjusted in a way that doesn't make it possible to swap weapons. Well, it is possible but visually they don't fit pretty well. So if you place a AGM-65 on a place which is adjusted for a AIM-9X, the missile is halfway buried into the weapon pylon. The other way around, placing a AIM-9X on a place which is adjusted for a AGM-65, the missile will be floating below the pylon without contact.
  
-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't fill the gap between model border and the planes pylon.+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't fill the gap between model border and the planes pylon.
  
 So using different weapons is generally possible but doesn't look always right. So using different weapons is generally possible but doesn't look always right.
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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. BIS models use this method. Sadly this wont allow config defined different load-outs because having more than one proxy with number 001 will give unpredictable results. So while creating and placing proxies, you should stick to one single p3d as shape, regardless what the final load-out will be. It simply doesn't matter at this point.+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. bis models use this method. Sadly this wont allow config defined different load-outs because having more than one proxy with number 001 will give unpredictable results. So while creating and placing proxies, you should stick to one single p3d as shape, regardless what the final load-out will be. It simply doesn't matter at this point.
  
 About the loading/fire order, proxy shapes are applied in ascending orders. So if you apply a 2 round AIM-9X magazine as first, it will be placed on proxies 001 and 002. Firing order is reversed so the proxy 002 will be fired first, followed by 001. About the loading/fire order, proxy shapes are applied in ascending orders. So if you apply a 2 round AIM-9X magazine as first, it will be placed on proxies 001 and 002. Firing order is reversed so the proxy 002 will be fired first, followed by 001.
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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 BIS missile shape. In Buldozer preview it might look incorrect but finally in game, with the real load-out it will work as expected.+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 bis missile shape. In Buldozer preview it might look incorrect but finally in game, with the real load-out it will work as expected.
  
 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 BIS weapon shape+  * The proxy shape of the final aircraft should be a default bis weapon shape
  
 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/bombs we could apply was limited to 8. Of course there are multi racks which expands the capacity of a pylon to 2, 3 or even 4 weapons. But in the past, it was common to have a separate plane model for such variants. Just look at BIS AV-8 as example.+Until now, our fictive sample plane has 8 weapon stations, so the max missiles/bombs we could apply was limited to 8. Of course there are multi racks which expands the capacity of a pylon to 2, 3 or even 4 weapons. But in the past, it was common to have a separate plane model for such variants. Just look at bis AV-8 as example.
  
 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)

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