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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.
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 (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 our editing forum.