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slatts

Optic Zeroing not working

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So I've ported the M32 and got her and it's ammo all working except the bloody sights. I set them up to work like grenade launcher sights so they move up and down depending on how the the gun is zeroed. After changing the controller "Zeroing2" to "Zeroing" the sight now moves from it's started point down into the gun before going back to it's original spot then repeats on a loop. Any ideas what I could change to get the desired effect?

			
class OP_ROT
{
type="rotation";
source="zeroing";
sourceAddress="loop";
selection="OP";
axis="OP_axis";
minValue=0;
maxValue=3;
angle0="rad 0";
angle1="rad 65";
};

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edit:

" zeroing and zeroing2 take values from discreteDistance[] of first and second muzzle of the weapon. The value is index number of current zeroing in the array starting with zero"

so if it works on zeroing2 and not zeroing, check that discreteDistance[] is defined properly for each barrel, because

sourceAddress="loop"; // loop when phase out of bounds

may be why its looping?

Edited by dr_strangepete

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From my testing the source="zeroing"; isn't working like zeroing2 do

and yes that loop is a glitch which should be fixed (i had same issue on matech)

Edited by RobertHammer

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So, RH referred me here because I got this working-

Add a 1 to the end of Zeroing (so it's "zeroing1"). For whatever reason, the BIS wiki has that specific animation source down incorrectly.

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Ah yeah! Got to try this

EDIT: Yep works a beaut! Now just to adjust it so it doesn't look horrible :L

Edited by Slatts

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So, RH referred me here because I got this working-

Add a 1 to the end of Zeroing (so it's "zeroing1"). For whatever reason, the BIS wiki has that specific animation source down incorrectly.

updated the wiki, thanks for the info!

- Arma 3 Weapon Config Guidelines [ https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines ]

thats the only document i could find on that topic, let me know if i missed one - pete

Edited by dr_strangepete

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