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kongfanxiao101

Why there is a wrong with weapons cfg?

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this is

bf487bab099cce9c7f21d1393730b549.jpg

bu I how to do?

this is my model.cfg

class CfgSkeletons

{

class VME_Weapon

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]=

{

"magazine",

"",

"ammo_belt",

"",

"ammo_belt_bottom",

""

};

};

};

class CfgModels

{

class VME_Weapon

{

sections[]=

{

"zasleh"

};

skeletonName="VME_Weapon";

class Animations

{

class magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

minValue=0.2;

maxValue=0.25;

hideValue=0.1;

};

class ammo_belt_bottom_translation

{

type="translation";

source="reload";

selection="ammo_belt_bottom";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

begin="ammo_belt_start";

end="ammo_belt_end";

offset0=0;

offset1=1;

};

class ammo_belt_1

{

selection="ammo_belt";

};

};

};

class VME_PLA_QBZ95: VME_Weapon

{

};

class VME_PLA_QBB95: VME_Weapon

{

};

class VME_PLA_KBU88: VME_Weapon

{

};

class VME_PLA_QJY88: VME_Weapon

{

};

};

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Having the skeleton and model class with exactly the same name might be a problem, but you havent inherited a base BIS class, so maybe thats the problem.

class CfgSkeletons
{
 class Default;
class Weapon: Default
{
isDiscrete = 0;
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"magazine",
		"",
		"ammo_belt",
		"",
		"ammo_belt_bottom",
		""
	};
};
class WeaponRevolving: Weapon
{
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"buben",
		""
	};
};
class StaticWeapon: Default
{
isDiscrete = 0;
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"OtocVez",
		"",
		"OtocHlaven",
		"OtocVez",
		"ammo_belt",
		"OtocHlaven",
		"zakluz",
		"OtocHlaven"
	};
};
};
class CfgModels
{
 class Default;
class Weapon: Default
{
	sections[]=
	{
		"zasleh"
	};
	skeletonName="Weapon";
.........
.........
.........

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Gnat;1799259']Having the skeleton and model class with exactly the same name might be a problem' date=' but you havent inherited a base BIS class, so maybe thats the problem.

class CfgSkeletons
{
 class Default;
class Weapon: Default
{
isDiscrete = 0;
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"magazine",
		"",
		"ammo_belt",
		"",
		"ammo_belt_bottom",
		""
	};
};
class WeaponRevolving: Weapon
{
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"buben",
		""
	};
};
class StaticWeapon: Default
{
isDiscrete = 0;
skeletonInherit = "Default";
	skeletonBones[]=
	{
		"OtocVez",
		"",
		"OtocHlaven",
		"OtocVez",
		"ammo_belt",
		"OtocHlaven",
		"zakluz",
		"OtocHlaven"
	};
};
};
class CfgModels
{
 class Default;
class Weapon: Default
{
	sections[]=
	{
		"zasleh"
	};
	skeletonName="Weapon";
.........
.........
.........

[/quote']

it is not be used~~~~why?

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Gnat;1800527']Huh? ?

class CfgSkeletons
{
class Default;
class VME_Weapon: Default
{
	isDiscrete = 0;
	skeletonInherit = "Default";
	skeletonBones[]= 
                               { 
                                           "magazine", 
                                                       "", 
                                                       "ammo_belt", 
                                                       "", 
                                                       "ammo_belt_bottom", 
                                                       "" 

                                }; 

};
class WeaponRevolving: VME_Weapon
{
	skeletonInherit = "Default";
	skeletonBones[]=
	{
		"buben",
		""
	};
};
};
class CfgModels
{
class Default;
class VME_Weapon: Default
{
	sections[]=
	{
		"zasleh"
	};
	skeletonName="VME_Weapon";
	class Animations
	{
		class magazine_hide
		{
			type="hide";
			source="reloadMagazine";
			selection="magazine";
			minValue=0.200000;
			maxValue=0.250000;
			hideValue=0.100000;
		};
	};
};
class WeaponRevolving: VME_Weapon
{
	skeletonName="VME_WeaponRevolving";
	class Animations
	{
		class Revolving
		{
			type="rotation";
			source="revolving";
			selection="buben";
			axis="osa_buben";
			memory="true";
			animPeriod=0;
			angle0=0;
			angle1="rad -360";
		};
	};
};
             class VME_PLA_QBZ95: VME_Weapon
{
};
class VME_PLA_QBB95: VME_Weapon
{
};
class VME_PLA_KBU88: VME_Weapon
{
};
class VME_PLA_QJY88: VME_Weapon
{
};
};

this ie my changes,but the bug still appear?I Followed the AA example‘s model.cfg,but,i don't have the AA2’s~~~~~

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Gnat;1801538']What I provided was only an example' date=' not a solution.[/quote']

em,this is the AA's model.cfg.maybe there is something diffrent from AA2's.use this model.cfg,the trigger can't move.......Please help me I can't remanber this bug's tips....Can you tell me what's the meaning of that??:mad::confused:

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No known differences between ArmA and ArmA2 model.cfg

isDiscrete = 0;

change to

isDiscrete = 1;

sections[]={

Should list ALL your named sections that will be animated.

eg

sections[]={"zasleh","magazine","ammo_belt","ammo_belt_bottom","buben"};

Your CFGModel "WeaponRevolving" has no sections[]=

I understand youre trying to inherit from the class above it, but if you can't get stuff working, having other stuff inherit from it will NEVER help you find problems.

If its broken spend the time to write it out IN FULL.

Give above a try.

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