wld427 1705 Posted March 15, 2009 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. Share this post Link to post Share on other sites
modemmaik 53 Posted March 16, 2009 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. Share this post Link to post Share on other sites
madmedic 0 Posted April 3, 2009 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. Share this post Link to post Share on other sites
massi 772 Posted April 11, 2009 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 Share this post Link to post Share on other sites
modemmaik 53 Posted April 14, 2009 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; ... }; }; Share this post Link to post Share on other sites
massi 772 Posted April 14, 2009 Thanks ModEmMaik i'm trying right now... Share this post Link to post Share on other sites
madmedic 0 Posted April 21, 2009 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. Share this post Link to post Share on other sites
massi 772 Posted May 4, 2009 thanks a lot madmedic... i'll try it right now... sorry for the late reply tanks again Share this post Link to post Share on other sites