I don't know much about armored helicopters since i haven't work with them yet, but i do know about tanks, so i think it will be somehow the same.
1)In CfgVehicles In weapons array, you should have independent weapons. with their appropriate magazines
example from HWM Leopard
weapons[] = {"L7A3","MG3_coax"};
magazines[] = {"40Rnd_105mmHEAT","15Rnd_105APDS","5000XMG3_762"};
2)Each weapon with the appropriate magazine is defined to CfgWeapons and CfgMagazines
class L7A3 : CannonCore {
access = ReadOnly;
scope = public;
primary = 10;
displayName = L7A3;
sound[] = {"\ca\Weapons\Data\Sound\gun120", db50, 1};
reloadSound[] = {"\ca\Weapons\Data\Sound\gun120reload", 1.0, 1};
magazines[] = {"40Rnd_105mmHEAT", "15Rnd_105APDS"};
minRange = 1;
minRangeProbab = 0.1;
midRange = 1000;
midRangeProbab = 0.7;
maxRange = 1345;
maxRangeProbab = 0.1;
reloadTime = 7;
magazineReloadTime = 9;
maxLeadSpeed = 100; // max estimated speed km/h
autoReload = true;
recoil = "L7A3Recoil";
};
take notice that the base class is important cause through this you can have the simulation type, so cannoncore class is for tank cannons
also in this example you have 2 different types of magazines (drop down selectio in game)
3)as for the magazines.
class 40Rnd_105mmHEAT : HWM_VehicleMagazine {
scope = protected;
displayName = HEAT;
ammo = 105_HEAT;
count = 40;
initSpeed = 1173;
};
class 15Rnd_105APDS : HWM_VehicleMagazine {
scope = protected;
displayName = APDS;
ammo = 105_APDS;
count = 15;
initSpeed = 1345;
};
3)also ammo is neede to be defines in CfgAmmo
class 105_HEAT : ShellBase {
hit = 650;
indirectHit = 0;
indirectHitRange = 0;
typicalSpeed = 1173;
explosive = 0.8;
cost = 1000;
model = "\ca\Weapons\shell";
};
class 105_APDS : ShellBase {
hit = 500;
indirectHit = 0;
indirectHitRange = "";
typicalSpeed = 1345;
cost = 1000;
deflecting = 15;
model = "\ca\Weapons\shell";
};
base class here is too important cause it configures the simulation type, that has too do with physics and generally it's BIS hardcoded and cannot be changed.
5)Now as far as the tuurets, i don't know if you can do much, i never tried it, but i don't know if you can have weapons outside of a turret and inside of the turret. besically for start try to add your turret, and remove the weapons[] and magazines[] array inside the turret class.