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masahiro57

Why the bullet goes down? Configs problem?

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When I shoot this guy, the bullet goes down (red circle) and the guy does not get hurt.

http://i.imgur.com/iiF5Tfk.png (3524 kB)

The problem is come from configs?

config.cpp

#include "basicdefines_A3.hpp"
class CfgPatches
{
class WA2000_Sniper
{
	units[]={};
	weapons[] = { "Test_weapon_01_F", "Test_weapon_01_holo_pointer_F" };
	requiredVersion=0.1;
	requiredAddons[]={"A3_Weapons_F"};
};
};

class Mode_SemiAuto;

class SlotInfo;
class CowsSlot;
class PointerSlot;

#include "cfgRecoils.hpp" 
#include "cfgMagazines.hpp" 

class CfgWeapons
{
class Rifle;
class Rifle_Base_F: Rifle
{
	class WeaponSlotsInfo;
	class GunParticles;
};
class UGL_F;

class Test_weapon_01_Base_F: Rifle_Base_F
{
	magazines[] = { "10Rnd_762x51_Mag", "6Rnd_762x51_Mag" };
	reloadAction = "GestureReloadMX";
	discreteDistanceInitIndex = 0;

	maxRecoilSway=0.0125;

       swayDecaySpeed=1.25;

	class GunParticles : GunParticles
	{
		class SecondEffect
		{
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "CaselessAmmoCloud";
		};
	};

	class WeaponSlotsInfo: WeaponSlotsInfo
	{

		class CowsSlot : CowsSlot {}; 
		class PointerSlot: PointerSlot {}; 
	};

	opticsZoomMin=0.375;
	opticsZoomMax=1.1;
	opticsZoomInit=0.75;

	distanceZoomMin = 300;
	distanceZoomMax = 300;

	descriptionShort = "Testing weapon with grenade launcher"; 
	handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"}; 
	dexterity = 1.8;

	caseless[] = {"",1,1,1}; 
	soundBullet[] = {caseless,1};

	selectionFireAnim = "muzzleFlash"; 

	modes[] = {Single, single_medium_optics1, single_far_optics2};


	class Single: Mode_SemiAuto 
	{
		begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", db3, 1,1200};
		begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", db3, 1,1200};
		soundBegin[] = {begin1,0.5, begin2,0.5};

		closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10};
		closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10};
		soundClosure[]={closure1,0.5, closure2,0.5};

		weaponSoundEffect  = "DefaultRifle"; 

		reloadTime = 0.096;
		dispersion = 0.0001; 

		recoil = "recoil_single_Test_rifle_01"; 
		recoilProne = "recoil_single_prone_Test_rifle_01"; 

		minRange = 2; minRangeProbab = 0.5; 	
		midRange = 200; midRangeProbab = 0.7; 	
		maxRange = 400; maxRangeProbab = 0.3; 	
	};


	class single_medium_optics1: Single 
	{
		requiredOpticType = 1;
		showToPlayer = 0;

		minRange = 2; minRangeProbab = 0.2; 
		midRange = 450; midRangeProbab = 0.7; 
		maxRange = 600; maxRangeProbab = 0.2;

		aiRateOfFire = 6;
		aiRateOfFireDistance = 600;
	};

	class single_far_optics2: single_medium_optics1
	{
		requiredOpticType = 2;
		showToPlayer = 0;

		minRange = 100; minRangeProbab = 0.1; 
		midRange = 500; midRangeProbab = 0.6; 
		maxRange = 700; maxRangeProbab = 0.05; 

		aiRateOfFire = 8;
		aiRateOfFireDistance = 700;
	};


	aiDispersionCoefY=6.0; 
	aiDispersionCoefX=4.0; 
	drySound[]={"A3\sounds_f\weapons\Other\dry_1", db-5, 1, 10}; 
	reloadMagazineSound[]={"A3\sounds_f\weapons\reloads\new_MX",db-8,1, 30}; 
};

class Test_weapon_01_F: Test_weapon_01_Base_F
{
	scope = 2; 
	displayName = "WA2000"; 
	model = "\wa2000\model\WA2000.p3d"; 

	weaponInfoType = "RscWeaponZeroing";

	class WeaponSlotsInfo: WeaponSlotsInfo
	{
		mass = 100; 
	};
};


class Test_weapon_01_holo_pointer_F: Test_weapon_01_F 
{
	class LinkedItems
	{
		class LinkedItemsOptic
		{
			slot = "CowsSlot";
			item = "optic_SOS";
		};

	};
};
};

Thank You!!:yay:

Edited by masahiro57

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Are the memory point for bullet start and barrel end are well configured on you weapon model?

Memory point to place in the memory LOD :

konec hlavne = barrel side

usti hlavne = Muzzle side

this could be the cause, because normally there is nothing specific to param into the config.cpp for this.

Edited by sebj

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