shammy2010 15 Posted January 26, 2014 (edited) Hello So I have put a lot of cool features to my weapon but one feature I just can't add out of the strangest glitch is rotating the fire selector switch or folding the sights in when you put an optic on the weapon. It works fine in buldozer and everything but when I put it in the actual game, the fire selector is displaced and while it did rotate, it is now floating in midair about half a foot below the weapon and same thing happens for the front post which I also need to fold. Now strange thing is that the ironsight folds perfectly. I have looked through the internet for 2 days now trying to find the answer to this question and have came to an abrupt end which results in a failure. If this topic has been discussed before and solved, it's safe to say my google skills have failed me. I have only found one similar thread that mentions that 2 selections with the same object defined or something like that can cause strange bugs, however, my selections are never defined twice. This is my model.cfg: class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class tb_arifle_m27_base: Default { skeletonBones[]= { "frontpost", "", "ForeSight_axis", "", "BackSight_axis", "", "magazine_axis", "", "magazine", "", "bolt", "", "ironsight", "", "bolt_start", "", "bolt_end", "", "zasleh", "", "leafsight", "", "sight_axis", "", "selector", "", "selectoraxis", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class tb_arifle_m27_base: Default { sections[]= { "frontpost", "", "ForeSight_axis", "", "BackSight_axis", "", "magazine_axis", "", "magazine", "", "bolt", "", "ironsight", "", "bolt_start", "", "bolt_end", "", "zasleh", "", "leafsight", "", "sight_axis", "", "selector", "", "selectoraxis", "" }; skeletonName="tb_arifle_m27_base"; class Animations { }; }; class shm_m27 : tb_arifle_m27_base //the weapon name should be the same as your P3D example: { //the name of my weapon P3D is "hkump45.p3d" So I would just put "hkump45" class Animations { class FireModeSwitch { type="rotation"; source="weaponMode"; memory=1; selection="selector"; animPeriod=0; axis="selectoraxis"; minValue=0.0; maxValue=1.0; minPhase=0.0; maxPhase=1.0; angle0= (rad 0.0); angle1= (rad 90); }; class BackSight_optic { type = "rotationZ"; source = "hasOptics"; selection = "ironsight"; axis = "BackSight_axis"; memory = 1; minValue = 0.0000000; maxValue = 1; angle0 = (rad 0); angle1 = (rad 90); }; class Foresight_axis { type = "rotation"; source = "hasOptics"; selection = "frontpost"; axis = "ForeSight_axis"; memory = 1; minValue = 0.0000000; maxValue = 1; centerFirstVertex = false; angle0 = (rad 0); angle1 = (rad 90); }; class M203Sight { type="rotationZ"; source="weaponMuzzle"; memory=1; selection="leafsight"; animPeriod=0; axis="sight_axis"; minValue=0; maxValue=1; minPhase=0; maxPhase=1; angle0=0; angle1=1.6406095; }; class unloaded_magazine_hide { type = "hide"; source = "hasMagazine"; selection = "magazine"; hideValue = 0.70; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "Magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.200; offset0 = 0.0; offset1 = 0.4; }; class magazine_reload_move_2 { type="hide"; source="reloadMagazine"; selection="Magazine"; minValue=-0.4; maxValue=0.4; minPhase=-0.4; maxPhase=0.4; hideValue=0.75; sourceAddress="mirror"; }; class magazine_reload_move_3 { type = "translation"; source = "reloadMagazine"; selection = "Magazine"; axis = "Magazine_axis"; minValue = 0.6; maxValue = 0.65; offset0 = 0.0; offset1 = -0.4; }; class bolt { type = "translation"; source = "reload"; selection = "bolt"; axis = "bolt_axis"; begin = "bolt_end"; end = "bolt_begin"; minValue = 0; maxValue = 1; //0.09; //"1"; offset0 = "0"; offset1 = "1"; }; class bolt_open : bolt { source = "isempty"; }; }; }; }; EDIT: Turn autocenter value to 0 in the named properties window to fix malfunction. Edited January 27, 2014 by Shammy2010 SOLVED Share this post Link to post Share on other sites
x3kj 1247 Posted January 26, 2014 I don't have much more clue then you, but i have a gun that works^^ Is your selector aligned along X Y or Z plane? If so, maybe try what i have (replace names obviously), check if it's working and then play with the values It seems as if you only need a single point as "axis" if you use rotationZ /X /Y, but i have a normal axis and that works as well i have this for my gun and it works class Fireselect_Toggle { type="rotationZ"; source="weaponMode"; selection="Fireselect"; axis = "Fireselect_axis"; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; angle0=0; angle1=-0.5; }; Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 26, 2014 Do you have the autocenter = 0 named property in your model's Geometry LOD? Might possibly need it in the Memory LOD as well. Share this post Link to post Share on other sites
shammy2010 15 Posted January 26, 2014 (edited) I have tried both 1 vert axis and 2 vert axis and none of them seems to be working. However, what is this autocenter =0 and how do i use it? do I just name a selection "autocenter = 0"? how do i do this? EDIT: Nevermind, i figured out how to change the value of autocenter to 0 and it turns out that was the problem. Thank you! Edited January 27, 2014 by Shammy2010 Share this post Link to post Share on other sites
redstone 14 Posted January 28, 2014 "autocenter = 0" is named property, which has to be used in models, which are used as proxy (gear items, additional parts of models, weapons... ) https://dl.dropboxusercontent.com/u/129498485/Arma/autocenter.jpg (161 kB) Share this post Link to post Share on other sites