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shammy2010

Rotation displacing selection it is suppose to rotate

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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 by Shammy2010
SOLVED

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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;
		};

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Do you have the autocenter = 0 named property in your model's Geometry LOD? Might possibly need it in the Memory LOD as well.

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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 by Shammy2010

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