Yeah, limb positions are defined by their position on the torso.
Here is the relevant code of a normal Dummy:
Quote:
Head = Attachable
CopyOf = Dummy Head A
ParentOffset = Vector
X = -1
Y = -13
Jetpack = AEmitter
CopyOf = Jetpack
ParentOffset = Vector
X = -6
Y = -1
JumpTime = 4 // Secs
FGArm = Arm
CopyOf = Dummy Arm FG A
ParentOffset = Vector
X = 0
Y = -8
BGArm = Arm
CopyOf = Dummy Arm BG A
ParentOffset = Vector
X = 4
Y = -9
FGLeg = Leg
CopyOf = Dummy Leg FG A
ParentOffset = Vector
X = 0
Y = 1
BGLeg = Leg
CopyOf = Dummy Leg BG A
ParentOffset = Vector
X = 2
Y = 1
This is where all limbs are defined under where the actual actor (Torso) is defined. The text in green is what determines what the FG and BG arms are. They reference the preset names of the arms that were defined earlier in the ini. If your arms are swapped, simply switch out the PresetNames.