EricJ 765 Posted November 4, 2018 Managed to get the pylon system working on my helos, but I'm guessing it's only good for fixed-wing, where the pilot can launch guided (and lock) missiles. Currently the guided missiles show up for the pilot, but given the helo hard code, I'm with no luck in getting them to be used by the co-pilot (which can lock guided missiles)? Share this post Link to post Share on other sites
reyhard 2082 Posted November 5, 2018 11 hours ago, EricJ said: Managed to get the pylon system working on my helos, but I'm guessing it's only good for fixed-wing, where the pilot can launch guided (and lock) missiles. Currently the guided missiles show up for the pilot, but given the helo hard code, I'm with no luck in getting them to be used by the co-pilot (which can lock guided missiles)? Most of the A3 helicopters are using pylons & in RHS, I didn't encountered too many issues with them. In fact, pylons are working on all vehicles (tanks & cars too). Anyway, have you tried turret parameter in pylon config yet? Share this post Link to post Share on other sites
EricJ 765 Posted November 5, 2018 No, this is my first foray into pylon setup so I don't know how to use it in the turret parameter. Will that make it usable for co-pilot? EDIT: Dug through the Blackfoot config, but do I include the pylon stuff in the turret to get the game to allow the co-pilot to use the missiles? Share this post Link to post Share on other sites
EricJ 765 Posted November 5, 2018 Okay managed to resetup the pylons... and I'm guessing it can only be done through the MainTurret? Problem is that my miniguns for the helos are MainTurret, and found out that I could select (at present) the four rack of Skalpels while in the doorgunner position. Question is that can it be done through the Copilot/Obs turret (which the gunner/co-pilot occupies instead of the MainTurret) like the Main Turret or is it strictly MainTurret? Share this post Link to post Share on other sites
reyhard 2082 Posted November 6, 2018 Nonono, it all can stay in main config - you don't have to define it in any turret https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts Quote turret[] = {}; // default owner of pylon/weapon, empty for driver When talking about turret parameter, I meant above line. If you can, please write a little bit more what you want to achieve because I'm a little bit unsure if I get what you want to do ;) Share this post Link to post Share on other sites
EricJ 765 Posted November 6, 2018 Okay I'm trying to get my DAP UH-60s (as well as other models) have a pylon capability. The issue is that I already have machineguns as MainTurret (what I found out yesterday) and that I'm trying to have the pylons work along with the miniguns/machineguns already. And in reading the link you gave me for Vehicle Loadouts, the turret parameter I'm not sure how to code, since its the Co-pilot/Obs turret that will control (in this case) one pylon. And then the rest of the helicopters would have the same configuration. I saw it had a value of {0} but I'm not sure how to use the identifier. Do i use 1 for the turret since it's the PrimaryGunner position? EDIT: I tried setting it via the Turret (number 2) and got a weird bug. When I place a helicopter with the weapon already attached, it works fine (Co-pilot can fire four Scalpels as intended). When I change the weapon system in the editor (right clicking Attributes) and going to the menu for some reason the responsibility goes to the pilot when I go into the game (Play Scenario) to check this problem (as it happened twice already), and even the left M134 gunner, i.e. it floats to another spot without anything done by me. It does the trick with the number of turret, but as said, it has some kind of glitch. Share this post Link to post Share on other sites
reyhard 2082 Posted November 7, 2018 In that menu you can change who controls particularly weapon. If you want to filter out your turret from selection menu you can use showAsCargo = 1 parameter in turret cfg Share this post Link to post Share on other sites
EricJ 765 Posted November 7, 2018 Okay I'll do that and see if that helps EDIT: Tried it and still the same glitch happens, and doesn't transfer to the gunner (I put it on the two minigun turrets, showascargo=1 and still no change) but sticks with the pilot when I select a different pod. Share this post Link to post Share on other sites
reyhard 2082 Posted November 7, 2018 You can post your config there then. It seems there might be something wrong in your config Share this post Link to post Share on other sites
EricJ 765 Posted November 7, 2018 This is for the turrets and the pylon system (only one pylon): class Turrets: Turrets { class RightDoorGun: MainTurret { isCopilot = 0; body = "Turret2"; gun = "Gun_2"; minElev=-60; maxElev=2; initElev=-45; minTurn=-160; maxTurn=5; initTurn=0; soundServo[] = {,db-40,1.0}; animationSourceHatch = ""; animationSourceBody = "Turret_2"; animationSourceGun = "Gun_2"; stabilizedInAxes = 0; gunBeg="muzzle_2"; gunEnd="chamber_2"; weapons[]={"LMG_Minigun_Transport2"}; magazines[]={"2000Rnd_65x39_Belt_Tracer_Red"}; gunnerName = "Right M134 Gunner"; memoryPointGun="machinegun"; memoryPointGunnerOptics="gunnerview_2"; gunnerOpticsModel = "\uh-60\Misc\optika_empty"; gunnerOutOpticsShowCursor = 1; gunnerOpticsShowCursor = 1; gunnerAction="gunner_Heli_Transport_01"; gunnerInAction="gunner_Heli_Transport_01"; commanding = -3; primaryGunner = 0; selectionFireAnim = "zasleh_1"; proxyIndex = 2; gunnerCompartments = "Compartment2"; class ViewOptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; initFov=0.7; minFov=0.25; maxFov=1.1; }; showAsCargo = 1; }; class MainTurret: MainTurret { isCopilot = 0; body = "mainTurret"; gun = "mainGun"; minElev=-60; maxElev=2; initElev=-45; minTurn=-5; maxTurn=160; initTurn=0; soundServo[] = {,db-40,1.0}; animationSourceHatch = ""; animationSourceBody="mainTurret"; animationSourceGun="mainGun"; stabilizedInAxes = 0; gunBeg = "muzzle_1"; gunEnd = "chamber_1"; discreteDistance[]={100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100}; discreteDistanceInitIndex=5; weapons[]={"LMG_Minigun_Transport"}; magazines[]={"2000Rnd_65x39_Belt_Tracer_Red"}; gunnerName = "Left M134 Gunner"; memoryPointGun = "machinegun_2"; memoryPointGunnerOptics = "gunnerview"; gunnerOpticsModel = "\uh-60\Misc\optika_empty"; gunnerOutOpticsShowCursor = 0; gunnerOpticsShowCursor = 0; gunnerAction="gunner_Heli_Transport_01"; gunnerInAction="gunner_Heli_Transport_01"; commanding = -2; primaryGunner = 0; gunnerCompartments = "Compartment2"; proxyIndex=1; showAsCargo = 1; }; class CoPilotObs: MainTurret { ace_laser_selfdesignate_Enabled = 1; isCopilot = 1; body = "ObsTurret"; gun = "ObsGun"; gunnerAction = "pilot_Heli_Transport_01"; gunnerInAction = "pilot_Heli_Light_03_Enter"; memoryPointsGetInGunner="pos copilot"; memoryPointsGetInGunnerDir="pos copilot dir"; gunnerGetInAction="GetInHeli_Transport_01Cargo"; gunnerGetOutAction="GetOutLow"; minElev = -80; maxElev = +25; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; gunBeg = "gun_end"; gunEnd = "gun_begin"; memoryPointGunnerOptics = "commanderview"; animationSourceBody = "ObsTurret"; animationSourceGun = "ObsGun"; showAsCargo = 1; showHMD = 1; CanEject = 1; startEngine = 0; soundServo[] = {,db-40,1.0}; outGunnerMayFire = 1; gunnerCompartments="Compartment3"; commanding=-3; primaryGunner = 1; selectionFireAnim = ""; castGunnerShadow = 1; viewGunnerShadow = 1; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {"TankCommanderOptics1"}; gunnerForceOptics = false; gunnerOpticsShowCursor = 1; turretInfoType="Rsc_HMDs_Kimi_Helo_UI_Turret"; showAllTargets = 2; copilotHasFlares = 1; weapons[] = {ej_master_arms_safe,Laserdesignator_mounted,kuy_IR_Jammer_Weapon,"EricJ_CMFlareLauncherDAP"}; magazines[] = {Laserbatteries,kuy_IR_Jammer_Magazine,"168Rnd_CMFlare_Chaff_Magazine"}; stabilizedInAxes = "StabilizedInAxesBoth"; proxyIndex = 3; gunnerName = "Co-Pilot"; class OpticsIn { class WideNGS { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -35; maxAngleX = 10; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0, 1}; gunnerOpticsColor[] = {0.15, 1, 0.15, 1}; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_03_w_F.p3d"; directionStabilized = 0; opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"}; }; class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -35; maxAngleX = 10; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {0, 1}; gunnerOpticsColor[] = {0.15, 1, 0.15, 1}; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_02_w_F.p3d"; directionStabilized = 1; opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"}; gunnerOpticsEffect[] = {"TankCommanderOptics1"}; }; class WideL : Wide { opticsDisplayName = "WL"; initFov = 0.2; minFov = 0.2; maxFov = 0.2; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_02_m_F.p3d"; gunnerOpticsColor[] = {0, 0, 0, 1}; directionStabilized = 1; opticsPPEffects[] = {"OpticsCHAbera2", "OpticsBlur2"}; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.1; minFov = 0.1; maxFov = 0.1; directionStabilized = 1; gunnerOpticsColor[] = {0, 0, 0, 1}; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_02_m_F.p3d"; }; class Narrow : Wide { opticsDisplayName = "N"; gunnerOpticsColor[] = {0, 0, 0, 1}; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_02_n_F.p3d"; directionStabilized = 1; initFov = 0.02; minFov = 0.02; maxFov = 0.02; }; class Narrower : Wide { opticsDisplayName = "N"; gunnerOpticsColor[] = {0, 0, 0, 1}; gunnerOpticsModel = "A3\Weapons_F\Reticle\Optics_Gunner_MBT_02_n_F.p3d"; directionStabilized = 1; initFov = 0.01; minFov = 0.01; maxFov = 0.01; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal","NVG","Ti"}; thermalMode[] = {2, 3}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = +30; initAngleY = 40; minAngleY = -100; maxAngleY = +100; initFov = 1.4; minFov = 0.3; maxFov = 1.0; }; }; }; class Components: Components { class TransportPylonsComponent { uiPicture="\A3\Air_F_Beta\Heli_Attack_02\Data\UI\Heli_Attack_02_3DEN_CA.paa"; class Pylons { class PylonLeft1 { attachment="PylonRack_4Rnd_LG_scalpel"; priority=5; hardpoints[]= { "B_MISSILE_PYLON", "UNI_SCALPEL", }; turret[]={2}; UIposition[]={0.059999999,0.40000001}; }; }; }; }; }; Share this post Link to post Share on other sites
reyhard 2082 Posted November 8, 2018 showAsTurret = 1 filter out unit from pylon settings - if I assumed correctly, that you wanted to have pylon available for copilot mainly, then that parameter should be on gunner seats. There is no way to disable possibility to assign weapons to pilot. If you change weapon in attributes, does the pylon owner icons changes? Could you post picture of that glitch in eden? I would also suggest changing order of turrets & make co pilot one first in the list Share this post Link to post Share on other sites
EricJ 765 Posted November 9, 2018 Okay there is some glitch with the game (On stable branch, forgot to mention that) as no matter what I do, it seems that it doesn't want to do what I want. I can vouch for my AH-1z as that worked like a charm. I'll keep on messing with it though, as I may have figured out a workaround to get what I want out of the game and this glitch. Share this post Link to post Share on other sites
EricJ 765 Posted November 10, 2018 Also appreciate the help, helped me figure out this system better. Share this post Link to post Share on other sites