One firing point per vehicle for OFP
Proxies are not the issue here....
you can add all the proxies you want.... it's still not going to make the Commander's MG turret operational....
One Firing Point = One Turret
The point of making the Commanders MG on these addons is for realism... and since there has been promise of easily importing OFP addons into OFP2.. then it's just good planning as well....
Once the functionality is added to the engine.. you can simply add some memory points, name some selections, and voila ... you've got your Commanders MG working
Take a look at this code from the commented config.cpp's and you'll see it seems that the function was planned on from the beginning more than likely... it's already coded into all the tanks.. just ignored by the engine at the moment...... and this makes me very confident it will make it into OFP2
class ComTurret
{
turretAxis = "OsaVelitele";
gunAxis = "OsaHlavneVelitele";
soundServo[]={ECL_KL42o\s.wav,db-70,1.2};
gunBeg = "usti hlavne"; // currently ignored
gunEnd = "konec hlavne"; // currently ignored
minElev=0; maxElev=0;
minTurn=-180; maxTurn=180;
body = "OtocVelitele";
gun = "OtocHlavenVelitele"; // currently ignored
};
There are however some clever workarounds for multiple weapons on an addon.. such as the Pauk Ship.. or whatever it was called.