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wld427

Adding Co Pilot?

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Im trying to finish up the UH-1N for Project RACS.

its completely done xcept for one small detail i want to add....

a co-pilot....

anyone know how to add a codriver or should i jsut change the 1st cargo proxy ( the copilot seat) to a commander.

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There exists a cargoIsCoDriver option. The All class is used as default: cargoIsCoDriver[]={0};

M113 Amb. example: cargoIsCoDriver[] = {false, false, false};

MH6 example: cargoIsCoDriver = {1, 0, 0, 0, 0};

ArmA Wiki cargoIsCoDriver

The MH6 example should match yout Huey config. Just extend the array to the number of seats in your chopper.

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Make an extra turret with no weapons, and put the gunner proxy in the copilot seat.

That way, he will be a normal member of the aircraft's crew, and will not disembark when cargo is unloaded.

I have done this for the UH 60, and it works great.

I have always hated the fact that helicopters in this game don't have copilots.

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Hi madmedic I tried to follow your tips adding a new turret in the cfg of UH60, but i got 2 gunner in the same left gun turret...

How can I put the proxi of the 4th gunner in the copilot seat?

Thanks in advance

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Hi madmedic I tried to follow your tips adding a new turret in the cfg of UH60, but i got 2 gunner in the same left gun turret...

How can I put the proxi of the 4th gunner in the copilot seat?

Thanks in advance

I might be wrong, or at least, I do not know it exactly :o

The Proxies are numbered in the config (proxyIndex), so when you add a proxy, take care to set the correct proxyIndex in your turret-config.

example from BI sample air config.cpp:

class UH60MG: Helicopter {

...

class RightDoorGun: MainTurret {

...

proxyIndex = 2;

...

};

};

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Thanks ModEmMaik i'm trying right now...

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Hi madmedic I tried to follow your tips adding a new turret in the cfg of UH60, but i got 2 gunner in the same left gun turret...

How can I put the proxi of the 4th gunner in the copilot seat?

Thanks in advance

Sorry, I have not been on here in a while.

In the model, my gunners are named "proxy.gunner.001", "proxy.gunner.002", and "proxy.gunner.003"

(The one in the copilot seat is "proxy.gunner.003")

Here is what I did with the turrets in my UH 60 config:

		class Turrets
	{
                       class MainTurret : NewTurret 
                       {
			startEngine = 0;
			outGunnerMayFire = 1;
			commanding = -1;

			memoryPointsGetInGunner = "pos gunner";
			memoryPointsGetInGunnerDir = "pos_gunner_dir";
			memoryPointGun = "maschinegun";
			selectionFireAnim = "zasleh";

        	                gunnerCanSee = 1+2+4+8+32;

			body = "mainTurret";
			gun = "mainGun";
			minElev = -80;
			maxElev = 25;
			initElev = -20;
			minTurn = 30;
			maxTurn = 150;
			initTurn = 90;
			soundServo[] = {"", 0.01, 1.0};
			weapons[] = {M134};
			magazines[] = {"2000Rnd_762x51_M134"};
			gunnerName = $STR_POSITION_CREWCHIEF;
			gunnerOpticsModel = "\ca\weapons\optika_empty";
			memoryPointGunnerOptics = "gunnerview";
			gunnerForceOptics = 0;
			gunnerOutOpticsShowCursor = 0;
			gunnerOpticsShowCursor = 0;
			gunnerAction = "UH60_Gunner";
			gunnerInAction = "UH60_Gunner";
			primaryGunner = 1;

			class ViewOptics {
				initAngleX = 0;
				minAngleX = -30;
				maxAngleX = 30;
				initAngleY = 0;
				minAngleY = -100;
				maxAngleY = 100;
				initFov = 0.42;
				minFov = 0.22;
				maxFov = 0.64;
                              }; 

		};

		class RightDoorGun : MainTurret 
                       {
			memoryPointsGetInGunner = "pos gunner2";
			memoryPointsGetInGunnerDir = "pos_gunner_dir";

                          	gunnerCanSee= 1+2+4+8+32;

			body = "rightTurret";
			gun = "rightTurretGun";
			animationSourceBody = "rightTurret";
			animationSourceGun = "rightTurretGun";
			animationSourceHatch = "";
			selectionFireAnim = "zasleh_1";
			proxyIndex = 2;
			gunnerName = "Right Door Gunner";
			commanding = -2;

			minTurn = -150;
			maxTurn = -30;
			initTurn = -90;

			weapons[] = {M134_2};
			magazines[] = {"2000Rnd_762x51_M134"};

			gunBeg = "usti hlavne_g3";
			gunEnd = "konec hlavne_g3";
			primary = 0;
			memoryPointGun = "machinegun_2";
			memoryPointGunnerOptics = "gunnerview_2";
			gunnerForceOptics = 0;
			gunnerOutOpticsShowCursor = 0;
			gunnerOpticsShowCursor = 0;


                         };

		class Copilot : MainTurret 
                       {

                       body = "";
                       gun = "";
                       gunnerName = "CoPilot";

                       gunnerCanSee = 1+2+4+8+32;

                       commanding = -3;
                       memoryPointsGetInGunner = "pos gunner3";
                       memoryPointsGetInGunnerDir = "pos_gunner_dir";


                       gunnerForceOptics = 0;
                       gunnerOpticsModel = "";
                       gunnerOutOpticsModel = "";

	        opticsZoomMin = 0.35;
	        opticsZoomMax = 0.35;
	        opticsZoomInit = 0.35;

                       gunnerUsesPilotView = 1;

                       weapons[] = {};
                       magazines[] = {};
                       castGunnerShadow = true;
                       viewGunnerShadow = true;
                       gunnerAction = "UH60_Pilot";
                       gunnerInAction = "UH60_Pilot";
                       proxyIndex = 3;

		class ViewOptics 
                       {
		initFov = 0.8;
		minFov = 0.8;
		maxFov = 0.8;
		initAngleX = 10;
		minAngleX = -45;
		maxAngleX = 80;
		initAngleY = 0;
		minAngleY = -125;
		maxAngleY = 125;
                              };


	};
        };

The only problem I have found with this so far is that the AI will not get into the copilot seat if boarding an empty helicopter.

I have been thinking about experimenting with giving the "co-pilot" some foreward firing weapons, such as rockets, as well.

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thanks a lot madmedic... i'll try it right now... sorry for the late reply tanks again

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