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slatts

Weapon bolts and magazine glitches - solutions?

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So with my releases of weapons lately comes reports of bugged magazines. floating wildly where they shouldn't be. I've never had this error which makes it all the more confusing. but today the bolt started giving me headaches out of nowhere. I havn't touched the model.cfg that worked yesterday for the SCAR-L but now this..

Has anyone any ideas of fixes for these errors?

Here's the model.cfg

class CfgSkeletons
{
class Default
{
	isDiscrete=1;
	skeletonInherit="";
	skeletonBones[]={};
};
class Weapon: Default
{
	skeletonBones[]=
	{
		"trigger","",
		"magazine","",
		"bolt","",
		"ironsights","",
		"siderail","",
		"ch","",
		"chh",	"ch",
	};
};

};
class CfgModels
{
class Default
{
	sectionsInherit="";
	sections[]={};
	skeletonName="";
};
class Weapon: Default
{
	sections[]=
	{
		"zasleh",
		"magazine",
		"bolt",
		"ironsights",
		"siderail",
		"backsight",
		"frontsight",
		"ch",
		"chh"
	};
	skeletonName="Weapon";
	class Animations
	{
		class reload_magazine_hide
		{
			type="hide";
			source="reloadMagazine";
			selection="magazine";
			minValue=-0.40000001;
			maxValue=0.40000001;
			minPhase=-0.40000001;
			maxPhase=0.40000001;
			hideValue=0.75;
			sourceAddress="mirror";
		};
		class bolt
		{
			type="translation";
			source="reload";
			selection="bolt";
			axis="bolt_axis";
			memory = 1;
			minValue=0;
			maxValue="1";
			offset0="0";
			offset1="1";
		};
		class backsight_hide
		{
			 type="hide";
			 source="hasOptics";
			 selection="ironsights";
			 animPeriod=0;
			 minValue=0.0;
			 maxValue=0.3;
			 minPhase=0.0;
			 maxPhase=0.3;
			 hideValue=0.1;
			sourceAddress="mirror";
		};
		class siderails_hide
		{
			 type="hide";
			 source="hasAccessory";
			 selection="siderail";
			 animPeriod=0;
			 minValue=0.0;
			 maxValue=0.3;
			 minPhase=0.0;
			 maxPhase=0.3;
			hideValue=0.1;
			sourceAddress="mirror";
		};
		class unloaded_magazine_hide {
			type = "hide";
			source = "hasMagazine";
			selection = "magazine";
			hideValue = 0.1;
		};
			class backsight
			{
				type = "rotationZ";
				source = "hasOptics";
				selection = "backsight";
				axis = "backsight_axis";
				memory = 1;
				minValue = 0.0000000;
				maxValue = 1.0000000;
				angle0 = 0.000000;
				angle1 = rad 270;
			};
			class frontsight
			{
				type = "rotationZ";
				source = "hasOptics";
				selection = "frontsight";
				axis = "frontsight_axis";
				memory = 1;
				minValue = 0.0000000;
				maxValue = 1.0000000;
				angle0 = 0.000000;
				angle1 = rad 90;
			};
			class MuzzleFlashROT
			{
				type="rotationX";
				source="ammoRandom";            //use ammo count as phase for animation
				sourceAddress="loop";     //loop when phase out of bounds
				selection="zasleh";       //selection we want to rotate
				axis="";                  //no own axis - center of rotation is computed from selection
				centerFirstVertex=true;   //use first vertex of selection as center of rotation
				minValue=0;
				maxValue=4;               //rotation angle will be 360/4 = 90 degrees
				angle0="rad 0";
				angle1="rad 360";
			};
		class charging_handle
		{
			type="translation";
			source="reload";
			memory = 1;
			animPeriod = 0;
			selection="ch";
			axis="ch_axis";
			minValue = 0.0;//rad 0.0
			maxValue = 1.0;//rad 57.29578
			minPhase = 0.0;//rad 0.0
			maxPhase = 1.0;//rad 57.29578
			offset0 = 0.0;
			offset1 = -1.0;
//				AxisPos[] = {0.0,-1.0,5.60519e-045/*#DEN*/};
//				AxisDir[] = {4.4646607e+030,1.12586755e+024,1.7440076e+028};
//				angle = 1.6531698e+019;
//				axisOffset = 7.619446e+031
		};
		class charging_handle_empty
		{
			type="translation";
			source="isEmpty";
			memory = 1;
			animPeriod = 0;
			selection="ch";
			axis="ch_axis";
			minValue = 0.0;//rad 0.0
			maxValue = 1.0;//rad 57.29578
			minPhase = 0.0;//rad 0.0
			maxPhase = 1.0;//rad 57.29578
			offset0 = 0.0;
			offset1 = -1.0;
//				AxisPos[] = {0.0,-1.0,1.26117e-044/*#DEN*/};
//				AxisDir[] = {2.6676363e+020,7.0366808e+022,1.7222448e+022};
//				angle = 7.142625e+022;
//				axisOffset = 1.6634185e+022
	};
};
};
class mk17: Weapon
{
	class Aniations: Animations
	{
	};
};
class mk16: mk17
{
};
};

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Has anyone any ideas of fixes for these errors?

Not sure if it could be this, but,

			"trigger","",
		"magazine","",
		"bolt","",
		"ironsights","",
		"siderail","",
		"ch","",
		"chh",	"ch",

maybe should be

		"trigger","",
		"magazine","",
		"bolt","",
		"ironsights","",
		"siderail","",
		"ch","",
		"chh", "ch"

not sure if it will have any effect, but i always thought the final line should not have a comma..........otherwise got no idea

Edited by pastor399

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