====== ArmA 1 Turret Config Reference ======
[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]]
**ArmA 1** aka Armed Assault (ArmA)
animationSourceBody
[[arma:tokennames|String]]\\
Description: Creates a new animation source for use with this turrets body in the cfgModels class.
animationSourceBody = "mainTurret";
animationSourceGun
[[arma:tokennames|String]]\\
Description: Creates a new animation source for use with this turrets gun in the cfgModels class.
animationSourceGun = "mainGun";
animationSourceHatch
[[arma:tokennames|String]]\\
Description: Creates a new animation source for use with this turrets gunner hatch in the cfgModels class.
animationSourceHatch = "hatchGunner";
body
[[arma:tokennames|String]]\\
Description: The horizontaly moving selection of the turret ?
body = "mainTurret";
commanding
[[arma:tokennames|Integer]]\\
Description: The commanding number defines who is in command of the vehicle. The turret with the highest number will be the vehicles commander. If he dies, the crew of the turret with the nearest smaller number will take over command, etc.
commanding = 1;
ejectDeadGunner
[[arma:tokennames|Boolean]]\\
Description: If true, the gunners body will be ejected when killed.
ejectDeadGunner = 0;
forceHideGunner
[[arma:tokennames|Boolean]]\\
Description: If true, the gunner will not be able to turn out.
forceHideGunner = 0;
gun
[[arma:tokennames|String]]\\
Description: The verticaly moving selection of the turret. This is, in most cases, the gun itself.
gun = "mainGun";
gunnerAction
[[arma:tokennames|String]]\\
Description: The name of the animation the gunner is using while turned out.
gunnerAction = "";
gunBeg
[[arma:tokennames|String]]\\
Description: The name of the barrels rear point in the model.
gunBeg = "konec hlavne";
gunnerCompartments
[[arma:tokennames|String]]\\
Description: Only units sharing a compartment can switch seats.
gunnerCompartements = "Compartement1";
gunEnd
[[arma:tokennames|String]]\\
Description: The name of the barrels front point in the model.
gunBeg = "usti hlavne";
gunnerInAction
[[arma:tokennames|String]]\\
Description: The name of the animation the gunner is using while turned in.
gunnerInAction = "";
gunnerName
[[arma:tokennames|String]]\\
Description: Allows to use a custom string for the name of the turret.
gunnerName = "Rear Gunner";
gunnerOpticsModel
[[arma:tokennames|String]]\\
Description: The optics model used when gunner is not turned out.
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
gunnerForceOptics
[[arma:tokennames|Boolean]]\\
Description: Forces the gunner to use optics while turned in.
gunnerForceOptics = 1;
gunnerOutOpticsModel
[[arma:tokennames|String]]\\
Description: The optics model used when gunner is turned out.
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOutForceOptics
[[arma:tokennames|Boolean]]\\
Description: Forces the gunner to use optics while turned out.
gunnerForceOutOptics = 1;
gunnerUsesPilotView
[[arma:tokennames|Boolean]]\\
Description: The gunner will use the View LOD - Pilot if true.
gunnerUsesPilotView = 1;
hasGunner
[[arma:tokennames|Boolean]]\\
Description: If true, the turret will be manned when the vehicle is placed in the editor.
hasGunner = 1;
hideWeaponsGunner
[[arma:tokennames|Boolean]]\\
Description: If true, the gunners weapons (his rifle) will not be displayed.
hideWeaponsGunner = 1;
InGunnerMayFire
[[arma:tokennames|Boolean]]\\
Description: If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
inGunnerMayFire = 1;
initElev
[[arma:tokennames|Float]]\\
Description: The initial elevation of the gun.
initElev = 0;
initTurn
[[arma:tokennames|Float]]\\
Description: The initial turn of the turret, unit is degrees.
InitTurn = 0;
lockWhenDriverOut
[[arma:tokennames|Boolean]]\\
Description: If true, the turret can not be moved while the driver is turned out.
lockWhenDriverOut = 0;
magazines[]
[[arma:tokennames|Array]]\\
Description: An array made of all magazines this turret is equipped with.
magazines[] = { "BigGunMagazine", "SmallGunMagazine" };
maxElev
[[arma:tokennames|Float]]\\
Description: The maximum elevation of the gun.
maxElev = 20;
maxHorizontalRotSpeed
[[arma:tokennames|Float]]\\
Description: The maximum horizontal speed of the turret, unit unknown.
maxHorizontalRotSpeed = 1.2;
maxTurn
[[arma:tokennames|Float]]\\
Description: The maximum turn of the turret, unit is deegres.
maxTurn = +360;
maxVerticalRotSpeed
[[arma:tokennames|Float]]\\
Description: The maximum vertical speed of the turret, unit unknown. Larger value - higher rotation speed.
maxVerticalRotSpeed = 1.2;
memoryPointsGetInGunner
[[arma:tokennames|String]]\\
Description: The name of the get in-point selection for this turret, located in the Memory-LOD of the model.
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir
[[arma:tokennames|String]]\\
Description: The name of the dir-point selection for this turret, located in the Memory-LOD of the model. It is used to make the gunner face a special direction while entering the vehicle.
memoryPointsGetInGunnerDir = "pos gunner dir";
memoryPointGun
[[arma:tokennames|String]]\\
Description: The point in the model where the MG fire of this turret will come from.
memoryPointGun = "machineGun";
memoryPointGunnerOptics
[[arma:tokennames|String]]\\
Description: The point in the model that defines gunner view point.
memoryPointGunnerOptics = "gunnerview";
minElev
[[arma:tokennames|Float]]\\
Description: The minimal elevation of the gun.
minElev = -4;
minTurn
[[arma:tokennames|Float]]\\
Description: The minimal turn of the turret, unit is deegres.
minTurn = -360;
outGunnerMayFire
[[arma:tokennames|Boolean]]\\
Description: If true, the gunner will be able to fire and move(!) the turret while turned out.
outGunnerMayFire = 1;
primaryGunner
[[arma:tokennames|Boolean]]\\
Description: True if this turret is used by the primary gunner, false else.
primaryGunner = 1;
primaryObserver
[[arma:tokennames|Boolean]]\\
Description: True if this turret is used by the primary observer (e.g. tank commander), false else.
primaryObserver = 1;
proxyType
[[arma:tokennames|String]]\\
Description: The proxy type of the turrets gunner, this may be CPGunner or CPCommander. The proxies have to be named according to this setting, so either "proxy:Gunner.XX" or "proxy:Commander.XX".
proxyType = "CPGunner";
proxyIndex
[[arma:tokennames|Integer]]\\
Description: The proxy index of the turrets gunner. If your proxyType is "CPGunner" and proxyIndex=1, the proxyname must be "proxy:Gunner.01", etc.
proxyIndex = 1;
selectionFireAnim
[[arma:tokennames|String]]\\
Description: Muzzle flash firing animation(?).
selectionFireAnim = "zasleh";
soundServo[]
[[arma:tokennames|Array]]\\
Description: Sound of the turrets servo, this is played whenever the turret is moving.
soundServo[] = { "", 0.003162, 1.000000 };
startEngine
[[arma:tokennames|Boolean]]\\
Description: If true, moving the turret will start the vehicles engine. The engine will stop automatically once the turret stops moving.
startEngine = 0;
viewGunnerInExternal
[[arma:tokennames|Boolean]]\\
Description: View gunner in external.
viewGunnerInExternal = 1;
weapons[]
[[arma:tokennames|Array]]\\
Description: An array made of all weapons this turret is armed with.
weapons[] = { "VTE_M61", "VTE_M2" };