Arma 3
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NATO Marshall
   
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Data Type: Composition
Meta: Dependency
File Size
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239.268 KB
10 Apr, 2022 @ 8:35am
1 Change Note ( view )

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NATO Marshall

Description
Gorgon made in the editor using "attachToRelative" and "setObjectScale"

Gunner 2x Titan AT Missles
Commander 200x 7.62mm RCWS (CITV controls)
50. cal HMG (UAV Terminal, one in Marshall inventory)

Had to remove bags and extra objects for upload if you want to attach anything to the Marshall use:

Hull: [this, Marshall] call BIS_fnc_attachToRelative;
Turret: [this, Turret] call BIS_fnc_attachToRelative;
Cannon: [this, Cannon] call BIS_fnc_attachToRelative;
HMG: [this, c1] call BIS_fnc_attachToRelative;

List of Vehicle Weapons[community.bistudio.com]

NO MODS NEEDED


How to open in editor

Press Subscribe > Open Eden Editor > Select Map > Press F2 > Custom > NATO Marshall > Done

To avoid clipping and misplacement move with widgets, place on flat ground, turn off surface snapping
20 Comments
Dylan Rich 28 Jul @ 1:09pm 
ugh
what did he mean open eden editor select map press f2 custom nato marshall
:steamfacepalm:
logan.wilbur 13 Jun, 2023 @ 8:57pm 
it doesnt seem to download correctly. it doesnt appear in my mods file on the launcher and not in game either. Any suggestions?
Stinger913 6 Mar, 2023 @ 7:08pm 
Stinger913 6 Mar, 2023 @ 7:04pm 
Got an error on Altis on the Almyra salt flats. Objects all placed, did it in Eden editor, surface snapping off but the M2 turret decal, and the actual invis Mk32A turret are floating high above the Marshall turret in the middle of the air. Maybe there's something off with the c1 helipad in the composition and offset? Can't fix it.
Kestrel YT 4 May, 2022 @ 12:34pm 
Thanks! Didn't know this command yet, it should be useful!
J9Josh  [author] 4 May, 2022 @ 1:58am 
@Kestrel YT answer spread across 3 comments because of steam character limit:steamfacepalm:
J9Josh  [author] 4 May, 2022 @ 1:57am 
It’s not too complicated I’ll try my best to explain. The objects that move with the turret are attached to another invisible object that is attached to the vehicle
To do it you need a to:

1) Place a vehicle and give it a variable name e.g tank_1
J9Josh  [author] 4 May, 2022 @ 1:57am 
2) Place an object (like the invisible helipad so you can’t see it). Give it a variable name e.g turret_1 and inside the init field paste either:

turret_1 attachTo [tank_1,[0,0,0] ,"otocVez", true];
(attaches to turret – follows gunners horizontal movement)
or
turret_2 attachTo [tank_1,[0,0,0] ," otocHlaven", true];
(attaches to cannon – follows gunners horizontal and vertical movement )

(you need one object each for both commands)

“otocVez” and “otocHlaven” are in Czech as that is where Bohemia devs are from, they mean “Turn_Turret” and “Turn_Barrel” (which refers to the gunner seat of the vehicle). There are terms for commanders and passengers I think so you can attach to those instead of gunner, just look at translations link.
J9Josh  [author] 4 May, 2022 @ 1:56am 
Here is list of all translations:
https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Selection_Translations

How attachTo works:
https://community.bistudio.com/wiki/attachTo

3) You can use the attachTo string above directly on the aesthetic objects without the invisible object if you want but you need to specify a position e.g [0,0,0] in x,y,z coordinates which is basically impossible so just paste:

[this, turret_1] call BIS_fnc_attachToRelative;
or
[this, turret_2] call BIS_fnc_attachToRelative;

In the init field of any objects you want to attach

Hope this helps
Kestrel YT 3 May, 2022 @ 10:51am 
How did you get the objects attached to the gun barrel directly? Haven't been able to locate that script yet myself