====== ArmA 1 Proxy ====== [[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) These are the proxy's used in the vehicles and units. Proxy is like a place in a helicopter where pilot is going to sit in-game. ====== bis Models Proxy's ====== **A10**\\ ^ Proxy name ^ Proxy ID ^ | \ca\A10\AGM65 | .001 | | \ca\A10\AGM65 | .002 | | \ca\A10\AGM65 | .003 | | \ca\A10\AGM65 | .004 | | \ca\A10\AGM65 | .005 | | \Ca\temp\proxies\A10\Pilot | .001 | **BMP**\\ ^ Proxy name ^ Proxy ID ^ | \CA\temp\proxies\BMP2\Commander | .01 | | \CA\temp\proxies\BMP2\Driver | .01 | | \CA\temp\proxies\BMP2\Gunner | .01 | **Hummer**\\ ^ Proxy name ^ Proxy ID ^ | \CA\temp\proxies\UAZ\cargo01 | .01 | | \CA\temp\proxies\hmmwv\cargo01 | .02 | | \CA\temp\proxies\UAZ\cargo01 | .03 | | \CA\temp\proxies\hmmwv\driver | .01 | | \CA\temp\proxies\hmmwv50\gunner | .01 | ====== Synide's MLOD Converts Proxy's ====== **A10**\\ ^ Proxy name ^ Proxy ID ^ | \ca\a10\agm65 | .001 | | \ca\a10\agm65 | .002 | | \ca\a10\agm65 | .003 | | \ca\a10\agm65 | .004 | | \ca\a10\agm65 | .005 | | \ca\temp\proxies\a10\pilot | .001 | **AH6**\\ ^ Proxy name ^ Proxy ID ^ | \ca\temp\proxies\ah6\pilot | .01 | | \ca\temp\proxies\ah6\cargo | .01 | **MH6**\\ ^ Proxy name ^ Proxy ID ^ | \ca\temp\proxies\ah6\cargo | .01 | | \ca\temp\proxies\mh6\cargo01 | .02 (front seat) | | \ca\temp\proxies\mh6\cargo02 | .03 (back seat) | | \ca\temp\proxies\mh6\cargo03 | .04 | | \ca\temp\proxies\mh6\cargo03 | .05 | | \ca\temp\proxies\ah6\pilot | .01 | **UH60**\\ ^ Proxy name ^ Proxy ID ^ | \ca\temp\proxies\uh_60\cargo01 | .01 (front seat) | | \ca\temp\proxies\uh_60\cargo02 | .02 (back seat) | | \ca\temp\proxies\uh_60\cargo02 | .03 | | \ca\temp\proxies\uh_60\cargo02 | .04 | | \ca\temp\proxies\uh_60\cargo02 | .05 | | \ca\temp\proxies\uh_60\cargo02 | .06 | | \ca\temp\proxies\uh_60\cargo02 | .07 | | \ca\temp\proxies\uh_60\cargo02 | .08 | | \ca\temp\proxies\uh_60\cargo02 | .09 | | \ca\temp\proxies\uh_60\cargo02 | .10 | | \ca\temp\proxies\uh_60\cargo02 | .11 | | \ca\temp\proxies\uh_60\cargo02 | .12 | | \ca\temp\proxies\uh_60\cargo02 | .13 | | \ca\temp\proxies\uh_60\pilot | .01 | **UH60MG**\\ ^ Proxy name ^ Proxy ID ^ | \ca\temp\proxies\uh_60\cargo01 | .01 (front seat) | | \ca\temp\proxies\uh_60\cargo02 | .02 (back seat) | | \ca\temp\proxies\uh_60\cargo02 | .03 | | \ca\temp\proxies\uh_60\cargo02 | .04 | | \ca\temp\proxies\uh_60\cargo02 | .05 | | \ca\temp\proxies\uh_60\cargo02 | .06 | | \ca\temp\proxies\uh_60\cargo02 | .07 | | \ca\temp\proxies\uh_60\cargo02 | .08 | | \ca\temp\proxies\uh_60\cargo02 | .09 | | \ca\temp\proxies\uh_60\cargo02 | .10 | | \ca\temp\proxies\uh_60\cargo02 | .11 | | \ca\temp\proxies\uh_60\cargo02 | .12 | | \ca\temp\proxies\uh_60\cargo02 | .13 | | \ca\temp\proxies\uh_60\gunner | .001 | | \ca\temp\proxies\uh_60\gunner | .002 | | \ca\temp\proxies\uh_60\pilot | .01 | ====== Pilot Proxy Visible in Buldozer ====== How to make your pilot, driver, gunner or cargo proxy's visible in buldozer so you can tweak their placement with precision instead of guessing? Well do these simple steps. 1) Open BIsoldier.p3d.\\ 2) Save it to \ca\temp\proxies\uh_60\cargo01.p3d.\\ 3) Open animations window.\\ 4) Right mouse click on animations box and select From Matrices (all LODs), browse to Your \ca\air\data\anims\ and choose UH60_Cargo01.rtm file.\\ 5) Click the 0.0 keyframe.\\ 6) Save your cargo01.p3d proxy again.\\ Done! Now when you select an model that has \ca\temp\proxies\uh_60\cargo01.p3d proxy in it, it will show up properly in buldozer. Feel free to ask questions about this tutorial in [[http://www.pmctactical.org/forum/viewtopic.php?t=21253|PMC Tactical forum]] topic. **Armored_Sheep** (bis Dev) said: Triangle that is placed in the model and represents the position of animated character is always relative to specific animation. Animations (RTM file, animation state) are defined in config. RTM files can be made in O2 using simple "puppet" rigid model of character (no skinning). For ArmA we tried to use basic rule that the bottom point is where the character has main contact with floor or chair. ====== ODOL Model As Proxy ====== If you want to view ODOL objects in buldozer, you can add them as proxy's into your whatever model you have. Just use this kind of model.cfg to make them inherit the selections properly. class CfgSkeletons { class Car; class ProxyCfgObjBones: Car { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; }; }; class cfgModels { class Car; class ProxyCfgObj: Car { skeletonName = "ProxyCfgObjBones"; sectionsInherit = ""; sections[] = {}; }; }; }; Should work OK.