olli_ 13 Posted August 14, 2014 how on earth do they work... ive tried to place proxies that link to bomb such as \A3\Weapons_F\Ammo\Bomb_01_F and \A3\Weapons_F\Ammo\Missile_AT_02_F but the bombs that spawn at each corresponding proxy isnt always the one that its supposed to link to. changing the proxy ID shuffles the bombs a bit but it all seems completely random to me. and i cant find any documentation on proxy ID's at all. also does anyone know how to get the proxies to load from A3's pbo files so i could see the bombs in buldozer? i know proxied stuff is supposed to be visible in buldozer but i cant get it to work with the original game files since theyre all binarized in pbo's Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 14, 2014 (edited) IIRC the weapons that load onto a given proxy also depends on the order that weapons/magazines are loaded onto the aircraft. i.e if you add a bomb launcher first followed by a missile launcher, and the bomb magazine has 2 rounds where the missile magazine has 4 rounds. proxies 1 and 2 will load the bombs and 3, 4, 5 and 6 will load the missiles. Pathing the proxies to models in buldozer is more or less just to visualise what the weapon load might look like - the aircraft doesn't use those proxy models directly ingame, instead it gets the ordnance on the pylons from the current weapon/magazine loadout. Myke made this tutorial for Arma 2, I believe the system is still generally the same: http://forums.bistudio.com/showthread.php?113118-Tutorial-Weapon-proxy-handling-on-Planes-amp-Choppers Edited August 14, 2014 by da12thMonkey Share this post Link to post Share on other sites
olli_ 13 Posted August 14, 2014 Pathing the proxies to models in buldozer is more or less just to visualise what the weapon load might look like - the aircraft doesn't use those proxy models directly ingame, instead it gets the ordnance on the pylons from the current weapon/magazine loadout. the reason i asked is because i think it would be easier to align the bombs properly on to the mounts if i didnt have to load up the game and set up my plane in the editor every time i adjust the position. and thanks, what youre saying makes a lot more sense than ive been able to make out. Ill definitely check out that tutorial too ---------- Post added at 18:03 ---------- Previous post was at 16:54 ---------- alrighty, i still have no idea how any of this works but ive managed to get what i want with trial and error so heres my weapons and magazines in CfgVehicles weapons[] = { gatling_20mm, Missile_AA_04_Plane_CAS_01_F, Bomb_04_Plane_CAS_01_F, CMFlareLauncher }; magazines[] = { 300Rnd_20mm_shells, 2Rnd_Missile_AA_04_F, 4Rnd_Bomb_04_F, 120Rnd_CMFlare_Chaff_Magazine }; the AA missiles spawn on proxyID 1 and 2, and the bombs spawn on proxyID 9-12. proxyIDs 3-8 seem to spawn either GBU12's or Mk82's which arent droppable. Share this post Link to post Share on other sites