AveryTheKitty 2626 Posted November 25, 2014 I've gotten most of the stuff to work for my weapons, but I have an issue regarding the muzzle flash: I shoot the weapon at first, no muzzle flash, I mount a suppressor, suppressed muzzle flash, and then I remove the muzzle item revealing a regular muzzle flash whenever I shoot. Config.cpp: #include "basicdefines_A3.hpp" class DefaultEventhandlers; class CfgPatches { class A3_Aegis_XMR_F { units[]={}; weapons[]={"arifle_XMR_F", "arifle_XMR_C_F", "arifle_XMR_GL_F", "arifle_XMG_F", "arifle_XMH_GL_F", "arifle_XMM_F"}; requiredVersion=0.1; requiredAddons[]={"A3_Weapons_F"}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class CowsSlot; class PointerSlot; #define magentry(mag, num) \ class _xx_##mag \ { \ magazine = #mag; \ count = num; \ } #define wepentry(wep, num) \ class _xx_##wep \ { \ weapon = #wep; \ count = num; \ } #define itementry(item, num) class _xx_##item { name=#item; count = num; } #include "cfgRecoils.hpp" class CfgWeapons { class WeaponSlotsInfo; class UGL_F; class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class mk20_base_F; class arifle_SCAR_base_F: mk20_base_F { scope = 0; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\SCAR.rtm"}; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_M", "muzzle_flash_M"}; }; class CowsSlot: CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; compatibleItems[] = {"optic_Aco", "optic_ACO_grn", "optic_ACO_grn_smg", "optic_Aco_smg", "optic_Arco", "optic_DMS", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_LRPS", "optic_MRCO", "optic_Nightstalker", "optic_NVS", "optic_SOS", "optic_tws", "optic_tws_mg"}; }; class PointerSlot: PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {"acc_flashlight", "acc_pointer_IR"}; }; }; selectionFireAnim = "muzzleFlash"; class Single: Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar", 1.000000, 1, 1800}; begin2[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_2", 1.000000, 1, 1800}; begin3[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_3", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000, "begin3", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; recoil = "recoil_single_mx"; recoilProne = "recoil_single_prone_mx"; dispersion = 0.000870; minRange = 2; minRangeProbab = 0.500000; midRange = 200; midRangeProbab = 0.700000; maxRange = 400; maxRangeProbab = 0.300000; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar", 1.000000, 1, 1800}; begin2[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_2", 1.000000, 1, 1800}; begin3[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_3", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000, "begin3", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; dispersion = 0.000870; recoil = "recoil_auto_mx"; recoilProne = "recoil_auto_prone_mx"; minRange = 0; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.100000; aiRateOfFire = 0.000001; }; class EGLM: UGL_F { useModelOptics = false; useExternalOptic = false; cameraDir = "OP_look"; discreteDistance[] = {50, 75, 100, 150, 200, 250, 300, 350, 400}; discreteDistanceCameraPoint[] = {"OP_eye_50", "OP_eye_75", "OP_eye_100", "OP_eye_150", "OP_eye_200", "OP_eye_250", "OP_eye_300", "OP_eye_350", "OP_eye_400"}; discreteDistanceInitIndex = 1; }; reloadaction = "GestureReloadMXSniper"; reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_MX", 0.630957, 1, 35}; }; // XMR class arifle_XMR_F: arifle_SCAR_base_F { author = "Night515"; scope = 2; displayName = "XMR 5.56 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_F.p3d"; picture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\gear_scar_rifle_x_ca.paa"; UiPicture = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\UI\gear_scar_rifle_x_ca.paa"; weaponInfoType = "RscWeaponZeroing"; descriptionShort = "WIP"; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 60; }; }; class arifle_XMR_C_F: arifle_XMR_F { author = "Night515"; scope = 2; displayName = "XMR Carbine 5.56 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_C_F.p3d"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 40; }; }; class arifle_XMR_GL_F: arifle_XMR_F { displayName = "XMR EGLM 5.56 mm"; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\SCAR_EGLM.rtm"}; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmr_GL_F.p3d"; descriptionShort = "WIP"; muzzles[] = {"This", "EGLM"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 80; }; }; // XMH class arifle_XMH_F: arifle_SCAR_base_F { author = "Night515"; scope = 2; displayName = "XMH 7.62 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_F.p3d"; class Single: Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_h", 1.000000, 1, 1800}; begin2[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_h2", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; recoil = "recoil_single_mx"; recoilProne = "recoil_single_prone_mx"; dispersion = 0.000870; minRange = 2; minRangeProbab = 0.500000; midRange = 200; midRangeProbab = 0.700000; maxRange = 400; maxRangeProbab = 0.300000; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_h", 1.000000, 1, 1800}; begin2[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_h2", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000, "begin2", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; dispersion = 0.000870; recoil = "recoil_auto_mx"; recoilProne = "recoil_auto_prone_mx"; minRange = 0; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.100000; aiRateOfFire = 0.000001; }; weaponInfoType = "RscWeaponZeroing"; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 100; }; magazines[] = {"20Rnd_762x51_Mag"}; }; class arifle_XMH_GL_F: arifle_XMH_F { displayName = "XMH EGLM 7.62 mm"; handAnim[] = {"OFP2_ManSkeleton", "A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\data\Anim\SCAR_EGLM.rtm"}; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_GL_F.p3d"; descriptionShort = "WIP"; muzzles[] = {"This", "EGLM"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 120; }; }; // XMM class arifle_XMM_F: arifle_XMH_F { author = "Night515"; scope = 2; displayName = "XMM 7.62 mm"; model = "\A3_Aegis\Aegis\content\BLUFOR\rifles\XMR\xmh_M_F.p3d"; class Single: Mode_SemiAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_dmr", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; recoil = "recoil_single_mx"; recoilProne = "recoil_single_prone_mx"; dispersion = 0.000870; minRange = 2; minRangeProbab = 0.500000; midRange = 200; midRangeProbab = 0.700000; maxRange = 400; maxRangeProbab = 0.300000; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 0.707946, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 0.707946, 1, 10}; soundClosure[] = {"closure1", 0.500000, "closure2", 0.500000}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3_Aegis\Aegis\content\BLUFOR\rifles\sounds\SCAR\scar_dmr", 1.000000, 1, 1800}; soundBegin[] = {"begin1", 0.500000}; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-18", 0.794328, 1, 400}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-19", 0.794328, 1, 400}; begin3[] = {"A3\sounds_f\weapons\silenced\silent-11", 0.794328, 1, 400}; soundBegin[] = {"begin1", 0.333000, "begin2", 0.333000, "begin3", 0.333000}; }; reloadTime = 0.096000; dispersion = 0.000870; recoil = "recoil_auto_mx"; recoilProne = "recoil_auto_prone_mx"; minRange = 0; minRangeProbab = 0.900000; midRange = 15; midRangeProbab = 0.700000; maxRange = 30; maxRangeProbab = 0.100000; aiRateOfFire = 0.000001; }; descriptionShort = "WIP"; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 120; }; }; }; enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; Model.cfg: class CfgSkeletons { class XMR_rifle { pivotsModel=""; isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "trigger", "", "bolt", "", "CH", "", "CHH","CH", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class XMR_base: Default { htMin = 1; htMax = 600; afMax = 0; mfMax = 0; mFact = 1; tBody = 100; skeletonName = "XMR_rifle"; sectionsInherit = ""; sections[] = {"muzzleFlash"}; class Animations { class muzzleFlashROT { type="rotationX"; source="ammoRandom"; sourceAddress="loop"; selection="muzzleFlash"; axis="usti hlavne"; centerFirstVertex=true; minValue=0; maxValue=4; angle0="rad 0"; angle1="rad 360"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0="rad 0"; angle1="rad 90"; }; class OP_ROT { type="rotation"; source="zeroing2"; sourceAddress="loop"; selection="OP"; axis="OP_axis"; minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1="rad -90"; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "3"; angle0 = "0"; angle1 = "-3"; }; class bolt { type = "translation"; source = "reload"; selection = "bolt"; axis = "bolt_axis"; minValue = 0; maxValue = "1"; offset0 = "0"; offset1 = "1"; }; class bolt_empty: bolt{source = "isEmpty";}; class charging_handle: bolt { selection = "CH"; axis = "CH_axis"; offset1 = "-1"; }; class charging_handle_empty: charging_handle{source = "isEmpty";}; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; class xmr_F: XMR_base {}; class xmr_GL_F: XMR_base {}; class xmh_GL_F: XMR_base {}; class xmr_C_F: XMR_base {}; class xmh_F: XMR_base {}; class xmh_M_F: XMR_base {}; }; Please help ASAP. 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warlord554 2065 Posted November 25, 2014 compatibleItems[] = {"muzzle_snds_M", "muzzle_flash_M"} ^^ What is the muzzle_flash_m attachment you have here? Could be the problem. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 25, 2014 (edited) compatibleItems[] = {"muzzle_snds_M", "muzzle_flash_M"}^^ What is the muzzle_flash_m attachment you have here? Could be the problem. It is a custom attachment I've made, and most likely not the problem. Edited November 25, 2014 by Nightmare515 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 26, 2014 Still need help, I can't figure this out. Share this post Link to post Share on other sites
EricJ 759 Posted November 26, 2014 It's fucking weird that's for sure, but are you having this issue in Virtual Arsenal or just in-game as in the Editor, etc? As usually VA slaps on the damn flash suppressor by default on my weapons, so that may be the cause and not so much a problem with your weapons. And if it is the flash suppressor the fact is probably the 3D model path of the flash suppressor may not show up, so therefore you "think" its not on (or no inventory image to show it's there) but it may be, and therefore check that as that may be the actual cause. But it may be the Model.cfg, as that looks like the new one that doesn't work. I still use the old version and don't have that problem. But if this issue is in the Editor I'd think about redoing the model.cfg but methinks it's the flash suppressor. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 26, 2014 It's fucking weird that's for sure, but are you having this issue in Virtual Arsenal or just in-game as in the Editor, etc? As usually VA slaps on the damn flash suppressor by default on my weapons, so that may be the cause and not so much a problem with your weapons. And if it is the flash suppressor the fact is probably the 3D model path of the flash suppressor may not show up, so therefore you "think" its not on (or no inventory image to show it's there) but it may be, and therefore check that as that may be the actual cause. But it may be the Model.cfg, as that looks like the new one that doesn't work. I still use the old version and don't have that problem. But if this issue is in the Editor I'd think about redoing the model.cfg but methinks it's the flash suppressor. It's in both VA and editor. It's not the flash suppressor, it doesn't totally remove muzzle flashes, and it's model does work on my weapons. I don't know what it'd be in the model.cfg that is causing a problem however. :/ Share this post Link to post Share on other sites
warlord554 2065 Posted November 26, 2014 is it a suppressor that you've made? or one that's in another addon? Share this post Link to post Share on other sites
slatts 1978 Posted November 26, 2014 Did you remove the original Arma 2 flash proxy from all LODs? Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 26, 2014 is it a suppressor that you've made? or one that's in another addon? I made it. Did you remove the original Arma 2 flash proxy from all LODs? Yes, I removed all traces of Zaslah, they're all Arma 3 proxies from the sample. Share this post Link to post Share on other sites
Alwarren 2767 Posted December 10, 2014 Yes, I removed all traces of Zaslah, they're all Arma 3 proxies from the sample. Weirdly enough, the latest patch broke all the muzzle flashes in the CUP weapon pack. I verified, and I get the exact same behavior as you describe: Put a silencer on, take it off, the flash works. I am currently still looking at it. What I found out so far is that if I add another selection and name it "zasleh", it suddenly starts to work again. That was the only chance. All my muzzle flashes are called "muzzleFlash" and I have the appropriate selectionFireAnim="muzzleFlash" in the config, so the behavior doesn't make sense. I also noticed that all Arma 3 weapons now seem to have a "zasleh" instead of muzzleFlash. I am starting to suspect an engine bug TBH. I'll post if I find out more. Share this post Link to post Share on other sites
warlord554 2065 Posted December 10, 2014 So should we change back to zasleh? Share this post Link to post Share on other sites
Alwarren 2767 Posted December 10, 2014 So should we change back to zasleh? No idea, it seems to work that way but it shouldn't be required... Share this post Link to post Share on other sites