Double Doppler 10 Posted July 12, 2012 I decided to include my own custom muzzleflash fx in my weapon, I created a proxy using the "Create" menu, browsed for my p3d file included in the project folder in the P drive (which gets turned into a pbo of the same name on binpbo pack), and clicked "OK". Is it really as simple as that? Proxy doesn't show up in viewer or game. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 13, 2012 the proxy (the triangle) has to be named also. Otherwise it wont flash. Give it the correct name for a muzzle flash "zasleh" I think Share this post Link to post Share on other sites
Double Doppler 10 Posted July 13, 2012 Gnat;2188046']the proxy (the triangle) has to be named also. Otherwise it wont flash. Give it the correct name for a muzzle flash"zasleh" I think I added the proxy triangle to the selection "zasleh". But this shouldn't be to do with it not appearing in the buldozer, as it should display all objects regardless of their inclusion in selections. The proxy path works, because I extracted the proxy and saw my model in its place. For some reason the proxy works fine when I reference it to one of the BIS muzzleflashes in the CA folder/pbo. Share this post Link to post Share on other sites
Sealife 22 Posted July 13, 2012 depending on your .cpp inheritance you may need to add selectionFireAnim = "zasleh"; also do you have the Zasleh defined in Model.cfg sections[]= { "zasleh" }; Not sure if zasleh is hidden or showing by default in the bulldozer viewer been such a while , cant remember if it showed there , obviously in game its configured to be hidden until fired . Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 13, 2012 You are right, it should show in Buldozer Your own muzzle-flash model? If so, must be a problem with your model I'd suggest Share this post Link to post Share on other sites
Double Doppler 10 Posted July 31, 2012 (edited) I am still having trouble with this. The selection naming is OK, it is nothing to do with the firing animation or not. I cant see it in buldozer and that is nothing to do with the firing animation - the buldozer displays the firing animation and lights on vehicles by default regardless if they are defined in the config or not as it doesnt know animations defined in the config. Do you define proxies? Or is there something I am overlooking? Because I am creating a new type of proxy - as I said for my own muzzle flash model. If there is a problem in the model could you go into more detail please? I am kinda left in the dark here. EDIT: Seemed to have found the answer. For some reason the property "autocenter" was defined and set to 0. I removed this property and now it appears ingame. Thanks for your help though. Edited July 31, 2012 by Double Doppler Share this post Link to post Share on other sites