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arma:modeling:turrets

ArmA 1 Turrets

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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.

bis Turrets

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)

VTE Turrets

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

cfgVehicles

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";
			};
		};

Notes

This article is bit work in progress, fee free to discuss or ask questions in PMC Tactical Forum Editing area.

arma/modeling/turrets.txt · Last modified: 2024/08/01 10:06 by snakeman

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