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Sakai

model.cfg animation bugged after fixing grenade launcher?

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Hello!

So I had to fix a FN FAL M203 r0adki did for me however he is too busy so I decided to fix it under his instructions, and so it worked, as the m203 was missing: "GL Look", "GL Eye", "konec granatometu" and "usti granatometu" so I added them to the memory, all works fine because before the m203 was not firing the ammo straight but from right now it fires as it needs to HOWEVER one problem have occurred which is for some reason animation's has stopped working, no animation of mag changing + muzzle flash appear's and so yes once again it worked before adding the missing points in memory...

The thing is im writing here is because I have no idea how to animate stuff for the guns...

So if anyone could help me out I would of be grateful...

Here is the model.cfg:

class CfgSkeletons
{
  class Default
  {
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {};
  };
  class Rifle : Default
  {
	SkeletonBones[]=
	{
	  "magazine","",
	  "trigger","",
	  "bolt","",
	  "bullet_cover","",
	  "aimpoint_cover","",
	  "aimpoint_cover02","",
	  "charging_handle","",
	  "misc_cover","",
	};
  };
};

class CfgModels
{
 class Default
 {
   sectionsInherit = "";
   sections[] = {};
   skeletonName = "";
 };
 class vil_falb : Default
 {
   skeletonName="Rifle";
   sections[]=
   {
     "zasleh",
   };
   class Animations
   {

class reload_m203
	{
	type="translationX";
	source="reloadMagazine";
	selection="m203_magazine";
	axis="m203_magazine_axis";
	minValue=0;
	maxValue="1";
	angle0="0";
	angle1="1";
	};
     class magazine_hide
     {
       type="hide";
       hideValue=0.36;
       minValue=0;
       maxValue=0.56;
       minPhase=0;
       maxPhase=0.56;
       source="reloadMagazine";
       sourceAddress=2;
       selection="magazine";
     };
     class bolt_empty
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0;
       maxValue=0.5;
       minPhase=0;
       maxPhase=0.5;
       source="isEmpty";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_fire_begin
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0;
       maxValue=0.3;
       minPhase=0;
       maxPhase=0.3;
       source="reload";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_fire_end
     {
       type="translation";
       offset0=0;
       offset1=-0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.5;
       maxValue=1;
       minPhase=0.5;
       maxPhase=1;
       source="reload";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_reload_begin
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.1;
       maxValue=0.15;
       minPhase=0.1;
       maxPhase=0.15;
       source="reloadMagazine";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_reload_end
     {
       type="translation";
       offset0=0;
       offset1=-0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.98;
       maxValue=1;
       minPhase=0.98;
       maxPhase=1;
       source="reloadMagazine";
       sourceAddress=0;
       selection="bolt";
     };
   };
 };


 class vil_falb_m203 : Default
 {
   skeletonName="Rifle";
   sections[]=
   {
	"zasleh",
	"bolt",
	"triger",
	"magazine",
	"magazine_m203"
   };
   class Animations
   {

class reload_m203
	{
	type="translationX";
	source="reloadMagazine";
	selection="m203_magazine";
	axis="m203_magazine_axis";
	minValue=0;
	maxValue="1";
	angle0="0";
	angle1="1";
	};
     class magazine_hide
     {
       type="hide";
       hideValue=0.36;
       minValue=0;
       maxValue=0.56;
       minPhase=0;
       maxPhase=0.56;
       source="reloadMagazine";
       sourceAddress=2;
       selection="magazine";
     };
     class bolt_empty
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0;
       maxValue=0.5;
       minPhase=0;
       maxPhase=0.5;
       source="isEmpty";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_fire_begin
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0;
       maxValue=0.3;
       minPhase=0;
       maxPhase=0.3;
       source="reload";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_fire_end
     {
       type="translation";
       offset0=0;
       offset1=-0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.5;
       maxValue=1;
       minPhase=0.5;
       maxPhase=1;
       source="reload";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_reload_begin
     {
       type="translation";
       offset0=0;
       offset1=0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.1;
       maxValue=0.15;
       minPhase=0.1;
       maxPhase=0.15;
       source="reloadMagazine";
       sourceAddress=0;
       selection="bolt";
     };
     class bolt_reload_end
     {
       type="translation";
       offset0=0;
       offset1=-0.5;
       axis="bolt_axis";
       memory=1;
       minValue=0.98;
       maxValue=1;
       minPhase=0.98;
       maxPhase=1;
       source="reloadMagazine";
       sourceAddress=0;
       selection="bolt";
     };
   };
 };
};

Thank you!

EDIT:

Dont mind I got it fixed by myself :) Thanks to that I learned something useful lol

Edited by Sakai

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Is it possible to let us know how you fixed the problem please ?

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