masahiro57 1 Posted July 30, 2014 (edited) 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!! Edited July 30, 2014 by masahiro57 Share this post Link to post Share on other sites
sebj 10 Posted July 30, 2014 (edited) 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 July 30, 2014 by sebj Share this post Link to post Share on other sites