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Author Topic: Multiple Turrets on Helicopters?  (Read 1430 times)

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Offline Shurik

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Multiple Turrets on Helicopters?
« on: 21 Nov 2012, 21:15:19 »
Ok. I've tried searching and the only thing I've been able to come up with is the impossibility of mounting multiple MG positions on fixed wing aircraft.

What about helicopters? 
I've seen side-mounted guns, but are there any scripts out there that can mount multiple MGs (separate vehicles)  onto the sides of helicopters?

I've got the getdir thing down, but it doesn't account for pitch/roll.

So... Has this been thoroughly declared as impossible, or is there hope out there for those of us wanting multiple MG positions on a heli?

Thanks!

Offline Gruntage

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Re: Multiple Turrets on Helicopters?
« Reply #1 on: 21 Nov 2012, 22:35:48 »
It's a question that has been raised before on a couple of occasions. I can't say I've experimented with it. I suppose some form of setpos loop could work. It might have some messy results though.

I've seen M2s mounted in ground vehicles, which is done using a setpos loop if I recall correctly.

I imagine that trigonometry would play a major part in the scripting, and unfortunately that isn't an area I specialise in.

Sorry I couldn't be more helpful. A setpos loop might have a chance of working.

Regards,
Gruntage
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Offline Lenyoga

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Re: Multiple Turrets on Helicopters?
« Reply #2 on: 21 Nov 2012, 23:14:30 »
Two machine guns on a fixed-wing aircraft or helicopter are impossible, I fear (and the possible ways include nasty collisions and/or weird looking behavior when those aircraft do any sort of roll or pitch change.)


But there's a workaround, if you're willing to play around with p3ds, config files and eventhandlers. You could, theoretically, use modified missiles instead of machine gun bullets:

First you'd have to modify the .p3d file - helicopters have sections for missiles - they use proxies. You'd have to place the proxy at the machine gun model (exactly where the bullet would come out) - then you'd have to edit some standard unguided missile config section. Remove the init time (else the bullet falls before it shoots off), set the thrust to a high value, set the thrust time to something under 0.5 seconds. Then of course, make a model for the bullet. And then, of course, a 'fired' eventhandler which executes a script which controls the "bullet's" speed. It's not a real machine gun, but rather a simulation of a machine gun. I tried things like that some time ago (with lasers for TIE Interceptors) and it pretty much worked.

I hope that was somewhat helpful.

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Offline Shurik

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Re: Multiple Turrets on Helicopters?
« Reply #3 on: 23 Nov 2012, 18:30:35 »
Thanks for the input.
Yea, I've tried getpos/setpos loops, mixed up with getdir/setdir corrections (evidently the getpos coordinates are locked absolutely relative to north, rather than the vehicle itself...) and so no bueno.

Well... I'll keep playing around with it and we'll see what I can do. Even with fancy trig, I can't find any way to get/set pitch/roll of the vehicle being attached to.

Worst case scenario, I'll eventually have enough money to get a decent computer to run Arma2, and I'll leave the problem behind. :D

Thanks!