LordZach 0 Posted May 2, 2002 apologies if this has been posted before couldn't decide between addons & mods or mission editing since it has to do with mods in mission editing  a long but well worth way to get rid of the infamous "muzzle flash" bug is to simply remove the weapon in the init then giving it back via trigger set on true condition and 0 second delay. for example we will use marss911's m1 garand in the init field you would put this removeweapon "Mp_M1_Garand"; next you would make a trigger, conditions true.  let's say we want to give a1 a2 and a3 garands.  in the activiation we will imput a1 addweapon "Mp_M1_Garand";a2 addweapon "Mp_M1_Garand";a3 addweapon "Mp_M1_Garand"; the only problem is if you have hand grenades they will by default show up first on the list because of the removed weapon.  however if you get rid of the hand grenades too you will have to press space to get your weapon to function (AI does it automatically) i know it's long but if you give basic names like a1 a2 a3 for garands b1 b2 b3 for bars etc a little copy paste work gets it all done and is worth it for people like me who hate the muzzle flash bug with a passion and are too stupid to use the thing on natosoldier.com  Share this post Link to post Share on other sites
FetishFool 0 Posted May 2, 2002 And you're saying that doing this will take away the infinite flash from the gun? Even with HW T&L enabled? The method that NatoSoldier.com mentioned doesn't fix the muzzle flash. It only fixes it's shadow. Share this post Link to post Share on other sites
Sgt. Eversmann 0 Posted May 2, 2002 Is there a way this bug can be fixed by BIS? Share this post Link to post Share on other sites
hovmand 0 Posted May 2, 2002 Yeah i discovered that too, i usually just create an ammo box were i start with a m16 in it. Share this post Link to post Share on other sites
LordZach 0 Posted May 3, 2002 yes even with T&L. i don't know how to do this for mounted MGs tho Share this post Link to post Share on other sites
Rob 1 Posted May 3, 2002 you have to use cfgModels command in the cpp files to eliminate the flash bug... we have been discussing this on the o2 forums and apparently its ever so simple.... heres a quote from Suma </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Here is config example that makes G36 muzzle flash behaving correctly. As you can see, class is selected by model name. In the example below there are two p3d file for G36 weapon: G36.p3d and G36_optics.p3d. If you create your own p3d file, you have to provide corresponding list of sections that should be able to hide or to have texture replaced. In case of weapons simply adapting the fragment below should do the job. Code Sample class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Weapon: Default { sections[] = {"zasleh"}; }; class G36: Weapon {}; class G36_optics: Weapon {}; }; <span id='postcolor'> but really this should be discused in the addon forum Share this post Link to post Share on other sites