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ArmA 1 aka Armed Assault (ArmA)
Vehicle turrets, ie multiple gunners on a helicopter for example is very cool feature of ArmA.
This is the setup used in bis UH60mg helicopter which has two miniguns.
1.0 LOD:
Selection Name | Description |
---|---|
gatling_1 | rotating parts of the left minigun |
gatling_2 | rotating parts of the right minigun |
otochlaven | base of left minigun and some proxy |
otochlaven_1 | base of right minigun and some proxy |
otocvez | ammo belt of left minigun |
otocvez_1 | ammo belt of left minigun |
proxy: \ca\weapons\zasleh2_proxy.001 | left minigun muzzle flash proxy |
proxy: \ca\weapons\zasleh2_proxy.002 | right minigun muzzle flash proxy |
zasleh | left minigun … another muzzle flash proxy? |
zasleh_1 | right minigun .. another muzzle flash proxy? |
Memory:
Memory point(s) | Description |
---|---|
chamber_1 | center of left minigun barrel |
chamber_2 | center of right minigun barrel |
gatling_1_axis | center and end of barrel points of left minigun |
gatling_2_axis | center and end of barrel points of right minigun |
gunnerview | left about gunners viewpoint |
gunnerview_2 | right about gunners viewpoint |
machinegun | nosetip of the barrel in left minigun |
machinegun_2 | nosetip of the barrel in right minigun |
muzzle_1 | nosetip (below machinegun) of the barrel in left minigun |
muzzle_2 | nosetip (below machinegun_2) of the barrel in right minigun |
osahlavne | base of left minigun |
osahlavne_1 | base of right minigun |
osaveze | left minigun ammo belt top and bottom(?) |
osaveze_1 | right minigun ammo belt top and bottom(?) |
otochlaven | left minigun 4 points spread out |
otochlaven_1 | right minigun 4 points spread out |
otocvez | left minigun 6 points spread out (few same as otochlaven) |
otocvez_1 | right minigun 6 points spread out (few same as otochlaven_1) |
This is example of VTE used Huey two doorguns setup.
VTE_uh101.p3d details
1.0 LOD:
Selection Name | Description |
---|---|
LeftGun | selection for the whole left doorgun. (old otocvez) |
LeftGun_Turret | selection for the whole left doorgun. (old otocvez) |
otochlaven | selection for the ammo belt, both guns |
RightGun | selection for the whole right doorgun |
RightGun_Turret | selection for the whole right doorgun |
zbran | both guns, no ammo belt |
That goes for all LODs and View - Gunner also.
Memory:
Memory point(s) | Description |
---|---|
axis_LeftGun | two points horizontal next to each other in left doorgun. (old osahlavne) |
axis_LeftGun_Turret | two points vertical next to each other in left doorgun. (old osaveze) |
axis_RightGun | two points horizontal next to each other in right doorgun |
axis_RightGun_Turret | two points vertical next to each other in right doorgun |
chamber | left doorgun chamber position (old konec hlavne?) |
chamber_2 | right doorgun chamber position |
end | left doorgun tip of the barrel (old usti hlavne?) |
end_2 | right doorgun, tip of the barrel |
gunnerview | about left doorguns gunnerview |
gunnerview_2 | about right doorguns gunnerview |
LeftGun | 5 points of left doorgun outline. (old otochlaven) |
LeftGun_Turret | 7 points of left doorgun outline. (old otocvez) |
machinegun | middle of left doorgun (almost same as chamber) |
machinegun_2 | middle of right doorgun (almost same as chamber_2) |
RightGun | 3 points of right doorgun outline |
RightGun_Turret | 5 points of right doorgun outline |
zbran | both guns, more points in left one though |
This is the cfgVehicle part for VTE Huey helicopter.
class Turrets { class LeftDoor_Gun : NewTurret { startEngine = 0; outGunnerMayFire = 1; body = "LeftGun_Turret"; gun = "LeftGun"; animationSourceBody = "LeftGun_Turret"; animationSourceGun = "LeftGun"; commanding = -1; gunnerName = "Left Gunner"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos_gunner_dir"; memoryPointGun = "machinegun"; memoryPointGunnerOptics = "gunnerview"; memoryPointGunnerOutOptics = "gunnerview"; gunBeg = "end"; // endpoint of the gun gunEnd = "chamber"; // chamber of the gun selectionFireAnim = "zasleh"; gunnerAction = "UH60_Gunner"; gunnerInAction = "UH60_Gunner"; weapons[]={"VTE_Mounted_M60"}; magazines[]={ "VTE_Mounted_200Rnd_762x51", "VTE_Mounted_200Rnd_762x51", "VTE_Mounted_200Rnd_762x51","VTE_Mounted_200Rnd_762x51" }; minElev = -45; maxElev = 15; initElev = 0; minTurn = 0; maxTurn = 180; initTurn = 90; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.600000; minFov = 0.600000; maxFov = 0.500000; }; gunnerOpticsModel = "\ca\weapons\optika_empty"; gunnerForceOptics = 0; }; class RightDoor_Gun : LeftDoor_Gun { body = "RightGun_Turret"; gun = "RightGun"; animationSourceBody = "RightGun_Turret"; animationSourceGun = "RightGun"; animationSourceHatch = ""; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerName = "Right Door Gunner"; commanding = -2; minElev = -45; maxElev = 15; initElev = 0; minTurn = -180; maxTurn = -0; initTurn = -90; weapons[]={ "VTE_Mounted_M60" }; magazines[]={ "VTE_Mounted_200Rnd_762x51", "VTE_Mounted_200Rnd_762x51", "VTE_Mounted_200Rnd_762x51", "VTE_Mounted_200Rnd_762x51" }; gunBeg = "end_2"; // endpoint of the gun gunEnd = "chamber_2"; // chamber of the gun primary = 0; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview_2"; memoryPointGunnerOutOptics = "gunnerview_2"; }; };
This article is bit work in progress, fee free to discuss or ask questions in PMC Tactical Forum Editing area.