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arma:modeling:turrets

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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.

That goes for all LODs and View - Gunner also.

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 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 our editing forum.

arma/modeling/turrets.1193284388.txt.gz · Last modified: 2007/10/25 03:53 by snakeman

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