ArmA 1 Turret Config Reference
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ArmA 1 aka Armed Assault (ArmA)
animationSourceBody
String
Description: Creates a new animation source for use with this turrets body in the cfgModels class.
animationSourceBody = "mainTurret";
animationSourceGun
String
Description: Creates a new animation source for use with this turrets gun in the cfgModels class.
animationSourceGun = "mainGun";
animationSourceHatch
String
Description: Creates a new animation source for use with this turrets gunner hatch in the cfgModels class.
animationSourceHatch = "hatchGunner";
body
String
Description: The horizontaly moving selection of the turret ?
body = "mainTurret";
commanding
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
Boolean
Description: If true, the gunners body will be ejected when killed.
ejectDeadGunner = 0;
forceHideGunner
Boolean
Description: If true, the gunner will not be able to turn out.
forceHideGunner = 0;
gun
String
Description: The verticaly moving selection of the turret. This is, in most cases, the gun itself.
gun = "mainGun";
gunnerAction
String
Description: The name of the animation the gunner is using while turned out.
gunnerAction = "";
gunBeg
String
Description: The name of the barrels rear point in the model.
gunBeg = "konec hlavne";
gunnerCompartments
String
Description: Only units sharing a compartment can switch seats.
gunnerCompartements = "Compartement1";
gunEnd
String
Description: The name of the barrels front point in the model.
gunBeg = "usti hlavne";
gunnerInAction
String
Description: The name of the animation the gunner is using while turned in.
gunnerInAction = "";
gunnerName
String
Description: Allows to use a custom string for the name of the turret.
gunnerName = "Rear Gunner";
gunnerOpticsModel
String
Description: The optics model used when gunner is not turned out.
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
gunnerForceOptics
Boolean
Description: Forces the gunner to use optics while turned in.
gunnerForceOptics = 1;
gunnerOutOpticsModel
String
Description: The optics model used when gunner is turned out.
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOutForceOptics
Boolean
Description: Forces the gunner to use optics while turned out.
gunnerForceOutOptics = 1;
gunnerUsesPilotView
Boolean
Description: The gunner will use the View LOD - Pilot if true.
gunnerUsesPilotView = 1;
hasGunner
Boolean
Description: If true, the turret will be manned when the vehicle is placed in the editor.
hasGunner = 1;
hideWeaponsGunner
Boolean
Description: If true, the gunners weapons (his rifle) will not be displayed.
hideWeaponsGunner = 1;
InGunnerMayFire
Boolean
Description: If true, the gunner will be able to fire the turrets weapons while inside the vehicle.
inGunnerMayFire = 1;
initElev
Float
Description: The initial elevation of the gun.
initElev = 0;
initTurn
Float
Description: The initial turn of the turret, unit is degrees.
InitTurn = 0;
lockWhenDriverOut
Boolean
Description: If true, the turret can not be moved while the driver is turned out.
lockWhenDriverOut = 0;
magazines[]
Array
Description: An array made of all magazines this turret is equipped with.
magazines[] = { "BigGunMagazine", "SmallGunMagazine" };
maxElev
Float
Description: The maximum elevation of the gun.
maxElev = 20;
maxHorizontalRotSpeed
Float
Description: The maximum horizontal speed of the turret, unit unknown.
maxHorizontalRotSpeed = 1.2;
maxTurn
Float
Description: The maximum turn of the turret, unit is deegres.
maxTurn = +360;
maxVerticalRotSpeed
Float
Description: The maximum vertical speed of the turret, unit unknown. Larger value - higher rotation speed.
maxVerticalRotSpeed = 1.2;
memoryPointsGetInGunner
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
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
String
Description: The point in the model where the MG fire of this turret will come from.
memoryPointGun = "machineGun";
memoryPointGunnerOptics
String
Description: The point in the model that defines gunner view point.
memoryPointGunnerOptics = "gunnerview";
minElev
Float
Description: The minimal elevation of the gun.
minElev = -4;
minTurn
Float
Description: The minimal turn of the turret, unit is deegres.
minTurn = -360;
outGunnerMayFire
Boolean
Description: If true, the gunner will be able to fire and move(!) the turret while turned out.
outGunnerMayFire = 1;
primaryGunner
Boolean
Description: True if this turret is used by the primary gunner, false else.
primaryGunner = 1;
primaryObserver
Boolean
Description: True if this turret is used by the primary observer (e.g. tank commander), false else.
primaryObserver = 1;
proxyType
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
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
String
Description: Muzzle flash firing animation(?).
selectionFireAnim = "zasleh";
soundServo[]
Array
Description: Sound of the turrets servo, this is played whenever the turret is moving.
soundServo[] = { "", 0.003162, 1.000000 };
startEngine
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
Boolean
Description: View gunner in external.
viewGunnerInExternal = 1;
weapons[]
Array
Description: An array made of all weapons this turret is armed with.
weapons[] = { "VTE_M61", "VTE_M2" };