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Table of Contents
Turrets
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:
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
LeftGun_Turret - selection for the whole left doorgun. (old otocvez).
otochlaven - selection for the ammo belt, both guns.
RightGun
RightGun_Turret - selection for the whole right doorgun.
zbran - both guns, no ammo belt.
Memory:
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.
chamber_2 - right doorgun chamber position.
end - left doorgun tip of the barrel.
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 our helo.
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 our editing forum.
