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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.
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 |
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 |
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 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.
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.