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Αplion

Grenade Launcher ironsight Flip-Up issue - Need help

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As I'm moddeling my M4 series addon, I'm trying to make possible for the ironsight, during GL mode is selected, to auto fliped-up. I have read almost all resources about this kind of animation and I've tried two different ways to achive that, but even if in both cases the animation is working into O2 (Buldozer), nothing is working in-game.

The last case I'm trying is through BI WiKi instuctions here using the code below in my model.cfg :

class OP_ROT
			{
				type="rotation";
				source="zeroing2";            // use second muzzle zeroing for rotation
				sourceAddress="loop";     // loop when phase out of bounds
				selection="OP";       // selection we want to rotate
				axis="OP_axis";                  // has its own axis
				minValue=0;
				maxValue=3;   // this weapon has array with 4 distances
				angle0="rad 0";
				angle1="rad 90";
			};

In my model I have the ironsight selection named as "OP" and into memory lod I've defined the axis, named "OP_axis, together with three points for "eye" and one more for "look" (OP_eye, OP_eye2, OP_eye3, OP_look).

As I said, I can see the animation working in Buldozer but in-game the irosight part it stays out of position http://prntscr.com/z9xdp and there is no animation when I'm switching to GL mode.

Note that I have defined the GL also in my config.cpp and it is working fine as secondary muzzle (I hope this is the right term).

Any thoughts about it will be much appreciated.

Aplion

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The "zeroing2" source is for animating parts of the model when you use the Page Up/Page Down zeroing keys to adjust the zeroing range of the GL muzzle - this is also what makes use of the additional OP_eye(N) memory points.

The source you want to use to make the sight flip up when switching between the primary (rifle) muzzle and secondary (grenade) muzzle is source="weaponMuzzle";

Alwarren included a very nice snippet of his model.cfg for the FHQ M4s that shows how to do a couple of things like flip-up GL sights and fire-selector switches:

http://forums.bistudio.com/showthread.php?149507-FHQ-M4-for-Arma-3-%28Prerelease%29&p=2343463&viewfull=1#post2343463

Ed:-

If the parts of the model don't appear to be rotating around the correct axis that you've defined for them, check that you've included the class = vehicle named property somewhere (might need to be in the Memory LOD, but can't remember exactly). Might also need autocenter = 0 in the Geometry LOD.

Edited by da12thMonkey

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The "zeroing2" source is for animating parts of the model when you use the Page Up/Page Down zeroing keys to adjust the zeroing range of the GL muzzle - this is also what makes use of the additional OP_eye(N) memory points.

The source you want to use to make the sight flip up when switching between the primary (rifle) muzzle and secondary (grenade) muzzle is source="weaponMuzzle";

Alwarren included a very nice snippet of his model.cfg for the FHQ M4s that shows how to do a couple of things like flip-up GL sights and fire-selector switches:

http://forums.bistudio.com/showthread.php?149507-FHQ-M4-for-Arma-3-%28Prerelease%29&p=2343463&viewfull=1#post2343463

I admit that I've missed that source as also Alwarren snippet !! I'll give it a try and I'll come back with results.

Thanks a lot for these infos mate.

Aplion

---------- Post added at 14:28 ---------- Previous post was at 13:43 ----------

An update ...

Well I've tried to follow the way Alwarren suggests through his model.cfg but just using this part :

class GrenadeLauncherLeaf {
               type="rotationZ";
               source="weaponMuzzle";
               memory=1;
               selection="OP";
               animPeriod=0;
               axis="OP_axis";
               minValue=0.0;
               maxValue=1.0;
               minPhase=0.0;
               maxPhase=1.0;
               angle0=0.0;
               angle1="rad 90";
           };

Now the result is that when I'm switching to GL muzzle, the sight is moving to the bottom of the weapon http://prntscr.com/zar7f

I can't figure out the reason this is happening ... any help on that ?

Aplion

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See the edit I made to my original post: You might need some additional named properties in some of your LODs.

Can't remember which LODs they need to be in exactly, as I don't have access to O2 right now (to check my models and e.g. Arma sample weapons) but I remember the feed cover on my GPMG model used to do the same thing during the reloadMagazine source until I added the class vehicle named property.

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See the edit I made to my original post: You might need some additional named properties in some of your LODs.

Can't remember which LODs they need to be in exactly, as I don't have access to O2 right now (to check my models and e.g. Arma sample weapons) but I remember the feed cover on my GPMG model used to do the same thing during the reloadMagazine source until I added the class vehicle named property.

Yes you was right about autocenter=0 in geometry lod .... I had this value =1 and that was causing the issue ... now its working fine.

Thanks a lot for your help mate, appreciated.

Case closed.

Aplion

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I hate dragging up old threads but I have been using this one to try and fix an issue with a UGL that I am modding. I have followed everything in this thread and in Alwarren's post but I unable to access the animation in Bulldozer. If anyone is able to give me a hand please drop me a PM and I will run through it with you in more detail.

Thanks

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