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Weapons not showing Virtual Arsenal

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Hoping I can get some guidance because I am totally lost here and have found no documentation on this.

First, I am NOT trying to use the arsenal like VAS. I'm talking about the LEARN \ Virtual Arsenal mode of the game.

Weapons seem to be hit or miss on whether or not they show up in the list. I can not find anything to attribute that too. Is there something that must be in the cfgWeapons to allow them to show up in arsenal?

Any advice would be greatly appreciated.

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When you say "hit and miss", do you mean, sometimes 'Weapon A' shows and sometimes it doesn't, or do you mean, 'Weapon A' and 'Weapon B' show, but 'Weapon C' does not?

Would you mind posting your config?

Without that, the only thing I can think of is try checking its inheritance, make sure the weapon it/they inherits from is visible in the Arsenal. If not add the following parameters to the weapon(s) affected:

scope=2;
scopeArsenal=2;

If you're running devbranch, a recent addition/change they made has enabled the 'scopeArsenal' parameter to overwrite the scope command so ensure you set both values to 2 as above.

Edited by Jackal326

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I will try scopearsenal=2 and let you know. Thanks im pretty sure that is it

---------- Post added at 05:00 AM ---------- Previous post was at 04:26 AM ----------

Made no difference, and hit and miss means some do some don't and some did and now don't all I added was an attachment to the weapon.

Not on dev branch by the way

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Made no difference, and hit and miss means some do some don't and some did and now don't all I added was an attachment to the weapon.

Is the attachment added to the weapons that no longer show? What is the attachment and is it configured correctly? Check for typos in the attachment section of the weapon(s), perhaps a typo is preventing the weapons from showing (it shouldn't, it should just give you an error saying invalid classname or whatever but check it anyway).

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Hi,

Do you finally got it working? I'm stuck here because I'm nearly 6 months trying to fix this issue.... Tried scopeArsenal =2 as well and no success.

If you want to take a look to the whole mod, it's the ffaa mod ... For example the P90 weapon it's not showing on the virtual arsenal. Here is the config.

class ffaa_armas_p90: Rifle_Base_F
{
		class GunParticles
		{
		class SecondEffect {
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "CaselessAmmoCloud";
		};
	};
	class WeaponSlotsInfo {
	    mass = 73;
		class MuzzleSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			displayName = "$STR_CfgWeapons_arifle_Khaybar_F_Library0";
			compatibleItems[] = {"muzzle_snds_L"};
		};

		class CowsSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
			displayName = "$STR_A3_CowsSlot0";
			compatibleItems[] = {"optic_LRPS", "optic_DMS","optic_SOS", "optic_MRCO", "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_aco_smg", "optic_ACO_grn_smg", "optic_hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_tws", "optic_tws_mg", "optic_NVS", "ffaa_optic_holografico", "ffaa_optic_acog", "ffaa_optic_leopol", "ffaa_optic_long_leupold", "ffaa_optic_susat", "ffaa_optic_enasa", "ffaa_optic_lv"};
		};

		class PointerSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			displayName = "$STR_A3_PointerSlot0";
			compatibleItems[] = {"acc_flashlight", "acc_pointer_IR", "ffaa_acc_puntero_ir"};
		};
	};
	class ItemInfo {
		priority = 1;
		RMBhint = "P90";
		onHoverText = "TODO P90 DSS";
	};
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "optic_Holosight";
		};
	};
	handAnim[] = {"OFP2_ManSkeleton", "\ffaa_armas\p90\data\anim\p90.rtm"};
	reloadMagazineSound[] = {"ffaa_armas\p90\sound\MP5_Reload.wss", 0.398107, 1, 30};
	changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_2",0.56234133,1,20};
	drySound[] = {"\ffaa_armas\mp5\sound\Dry.wss", db-90, 1};
	model = "\ffaa_armas\p90\ffaa_armas_p90.p3d";
	author="$STR_FFAA_AUTOR_FFAAMOD";
	picture = "\ffaa_armas\data\equip\gear_p90_x_ca.paa";
	UiPicture = "\A3\weapons_f\data\UI\icon_regular_ca.paa";
	value = 1;
 		modelOptics = "-";
		opticsFlare = 1;
 		opticsDisablePeripherialVision = 1;
	opticsZoomMin = 0.27;
	opticsZoomMax = 990;
	distanceZoomMin = 50;
	distanceZoomMax = 900;
	modes[] = {"Single", "Burst", "FullAuto"};
	magazines[] = {"ffaa_507x28_p90"};
	scope = 2;
	displayName = "P 90";

	class Library
	{
		libTextDesc = "$STR_FFAA_P90_LIB_DESCRIPCION";
	};
	descriptionShort = "$STR_FFAA_P90_DESCRIPCION";

	class Single : Mode_SemiAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		reloadTime = 0.07;
		recoil = "recoil_single_primary_1outof10";
		recoilProne = "recoil_single_primary_prone_1outof10";
		dispersion = 0.003;
		minRange = 2;
		minRangeProbab = 0.25;
		midRange = 20;
		midRangeProbab = 0.7;
		maxRange = 50;
		maxRangeProbab = 0.05;
	};
	class Burst : Mode_Burst
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		soundBurst = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		dispersion = 0.004;
		minRange = 1;
		minRangeProbab = 0.3;
		midRange = 10;
		midRangeProbab = 0.7;
		maxRange = 20;
		maxRangeProbab = 0.05;
	};
	class FullAuto : Mode_FullAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		aiRateOfFire = 0.001;
		dispersion = 0.004;
		minRange = 0;
		minRangeProbab = 0.2;
		midRange = 7;
		midRangeProbab = 0.7;
		maxRange = 15;
		maxRangeProbab = 0.05;
	};
};

Hope anyone here can help me because I REALLY desperate trying to fix this :(

Edited by Mickyleitor

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Hi,

Do you finally got it working? I'm stuck here because I'm nearly 6 months trying to fix this issue.... Tried scopeArsenal =2 as well and no success.

If you want to take a look to the whole mod, it's the ffaa mod ... For example the P90 weapon it's not showing on the virtual arsenal. Here is the config.

class ffaa_armas_p90: Rifle_Base_F
{
		class GunParticles
		{
		class SecondEffect {
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "CaselessAmmoCloud";
		};
	};
	class WeaponSlotsInfo {
	    mass = 73;
		class MuzzleSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			displayName = "$STR_CfgWeapons_arifle_Khaybar_F_Library0";
			compatibleItems[] = {"muzzle_snds_L"};
		};

		class CowsSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
			displayName = "$STR_A3_CowsSlot0";
			compatibleItems[] = {"optic_LRPS", "optic_DMS","optic_SOS", "optic_MRCO", "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_aco_smg", "optic_ACO_grn_smg", "optic_hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_tws", "optic_tws_mg", "optic_NVS", "ffaa_optic_holografico", "ffaa_optic_acog", "ffaa_optic_leopol", "ffaa_optic_long_leupold", "ffaa_optic_susat", "ffaa_optic_enasa", "ffaa_optic_lv"};
		};

		class PointerSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			displayName = "$STR_A3_PointerSlot0";
			compatibleItems[] = {"acc_flashlight", "acc_pointer_IR", "ffaa_acc_puntero_ir"};
		};
	};
	class ItemInfo {
		priority = 1;
		RMBhint = "P90";
		onHoverText = "TODO P90 DSS";
	};
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "optic_Holosight";
		};
	};
	handAnim[] = {"OFP2_ManSkeleton", "\ffaa_armas\p90\data\anim\p90.rtm"};
	reloadMagazineSound[] = {"ffaa_armas\p90\sound\MP5_Reload.wss", 0.398107, 1, 30};
	changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_2",0.56234133,1,20};
	drySound[] = {"\ffaa_armas\mp5\sound\Dry.wss", db-90, 1};
	model = "\ffaa_armas\p90\ffaa_armas_p90.p3d";
	author="$STR_FFAA_AUTOR_FFAAMOD";
	picture = "\ffaa_armas\data\equip\gear_p90_x_ca.paa";
	UiPicture = "\A3\weapons_f\data\UI\icon_regular_ca.paa";
	value = 1;
 		modelOptics = "-";
		opticsFlare = 1;
 		opticsDisablePeripherialVision = 1;
	opticsZoomMin = 0.27;
	opticsZoomMax = 990;
	distanceZoomMin = 50;
	distanceZoomMax = 900;
	modes[] = {"Single", "Burst", "FullAuto"};
	magazines[] = {"ffaa_507x28_p90"};
	scope = 2;
	displayName = "P 90";

	class Library
	{
		libTextDesc = "$STR_FFAA_P90_LIB_DESCRIPCION";
	};
	descriptionShort = "$STR_FFAA_P90_DESCRIPCION";

	class Single : Mode_SemiAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		reloadTime = 0.07;
		recoil = "recoil_single_primary_1outof10";
		recoilProne = "recoil_single_primary_prone_1outof10";
		dispersion = 0.003;
		minRange = 2;
		minRangeProbab = 0.25;
		midRange = 20;
		midRangeProbab = 0.7;
		maxRange = 50;
		maxRangeProbab = 0.05;
	};
	class Burst : Mode_Burst
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		soundBurst = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		dispersion = 0.004;
		minRange = 1;
		minRangeProbab = 0.3;
		midRange = 10;
		midRangeProbab = 0.7;
		maxRange = 20;
		maxRangeProbab = 0.05;
	};
	class FullAuto : Mode_FullAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		aiRateOfFire = 0.001;
		dispersion = 0.004;
		minRange = 0;
		minRangeProbab = 0.2;
		midRange = 7;
		midRangeProbab = 0.7;
		maxRange = 15;
		maxRangeProbab = 0.05;
	};
};

Hope anyone here can help me because I REALLY desperate trying to fix this :(

Try taking out the LinkedItems section (you should make a seperate class for that)

class ffaa_armas_p90: Rifle_Base_F
{
		class GunParticles
		{
		class SecondEffect {
			positionName = "Nabojnicestart";
			directionName = "Nabojniceend";
			effectName = "CaselessAmmoCloud";
		};
	};
	class WeaponSlotsInfo {
	    mass = 73;
		class MuzzleSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
			displayName = "$STR_CfgWeapons_arifle_Khaybar_F_Library0";
			compatibleItems[] = {"muzzle_snds_L"};
		};

		class CowsSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
			displayName = "$STR_A3_CowsSlot0";
			compatibleItems[] = {"optic_LRPS", "optic_DMS","optic_SOS", "optic_MRCO", "optic_Arco", "optic_aco", "optic_ACO_grn", "optic_aco_smg", "optic_ACO_grn_smg", "optic_hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_tws", "optic_tws_mg", "optic_NVS", "ffaa_optic_holografico", "ffaa_optic_acog", "ffaa_optic_leopol", "ffaa_optic_long_leupold", "ffaa_optic_susat", "ffaa_optic_enasa", "ffaa_optic_lv"};
		};

		class PointerSlot : SlotInfo
		{
			linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			displayName = "$STR_A3_PointerSlot0";
			compatibleItems[] = {"acc_flashlight", "acc_pointer_IR", "ffaa_acc_puntero_ir"};
		};
	};
	class ItemInfo {
		priority = 1;
		RMBhint = "P90";
		onHoverText = "TODO P90 DSS";
	};
	class LinkedItems {
		class LinkedItemsOptic {
			slot = "CowsSlot";
			item = "optic_Holosight";
		};
	};
	handAnim[] = {"OFP2_ManSkeleton", "\ffaa_armas\p90\data\anim\p90.rtm"};
	reloadMagazineSound[] = {"ffaa_armas\p90\sound\MP5_Reload.wss", 0.398107, 1, 30};
	changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_2",0.56234133,1,20};
	drySound[] = {"\ffaa_armas\mp5\sound\Dry.wss", db-90, 1};
	model = "\ffaa_armas\p90\ffaa_armas_p90.p3d";
	author="$STR_FFAA_AUTOR_FFAAMOD";
	picture = "\ffaa_armas\data\equip\gear_p90_x_ca.paa";
	UiPicture = "\A3\weapons_f\data\UI\icon_regular_ca.paa";
	value = 1;
 		modelOptics = "-";
		opticsFlare = 1;
 		opticsDisablePeripherialVision = 1;
	opticsZoomMin = 0.27;
	opticsZoomMax = 990;
	distanceZoomMin = 50;
	distanceZoomMax = 900;
	modes[] = {"Single", "Burst", "FullAuto"};
	magazines[] = {"ffaa_507x28_p90"};
	scope = 2;
	displayName = "P 90";

	class Library
	{
		libTextDesc = "$STR_FFAA_P90_LIB_DESCRIPCION";
	};
	descriptionShort = "$STR_FFAA_P90_DESCRIPCION";

	class Single : Mode_SemiAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		reloadTime = 0.07;
		recoil = "recoil_single_primary_1outof10";
		recoilProne = "recoil_single_primary_prone_1outof10";
		dispersion = 0.003;
		minRange = 2;
		minRangeProbab = 0.25;
		midRange = 20;
		midRangeProbab = 0.7;
		maxRange = 50;
		maxRangeProbab = 0.05;
	};
	class Burst : Mode_Burst
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		soundBurst = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		dispersion = 0.004;
		minRange = 1;
		minRangeProbab = 0.3;
		midRange = 10;
		midRangeProbab = 0.7;
		maxRange = 20;
		maxRangeProbab = 0.05;
	};
	class FullAuto : Mode_FullAuto
	{
		sounds[] = {"StandardSound","SilencedSound"};
		class StandardSound
		{
			begin1[] = {"ffaa_armas\p90\sound\Mp5_a1", 1.77828, 1, 900};
			soundBegin[] = {"begin1", 1};
			weaponSoundEffect = "DefaultRifle";
		};
		class SilencedSound : StandardSound
		{
			begin1[] = {"A3\sounds_f\weapons\silenced\silent-18",1.0,1,200};
			begin2[] = {"A3\sounds_f\weapons\silenced\silent-19",1.0,1,200};
			begin3[] = {"A3\sounds_f\weapons\silenced\silent-11",1.0,1,200};
			soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
		};
		soundContinuous = 0;
		reloadTime = 0.07;
		ffCount = 1;
		recoil = "recoil_auto_primary_1outof10";
		recoilProne = "recoil_auto_primary_prone_1outof10";
		aiRateOfFire = 0.001;
		dispersion = 0.004;
		minRange = 0;
		minRangeProbab = 0.2;
		midRange = 7;
		midRangeProbab = 0.7;
		maxRange = 15;
		maxRangeProbab = 0.05;
	};
};

I also removed a few untidy spaces. Might work, might not, but give it a try.

  • Like 1

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Wow! That worked!

So.... Am I right? Weapons with (pre)attached accessories cannot be able to be viewed on the Virtual Arsenal? If so, that will be very annoying for me and cannot be fixed by modders (unless I create new weapons).

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Wow! That worked!

So.... Am I right? Weapons with (pre)attached accessories cannot be able to be viewed on the Virtual Arsenal? If so, that will be very annoying for me and cannot be fixed by modders (unless I create new weapons).

That is my understanding of it (much in the same way none of BI's vanilla weapon variants show in the Arsenal). The idea is you pick the base weapon and customise it yourself. If you want pre-configured weapons your best bet it an ammo box or similar.

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Uhmm.. got it. I think I will create new classnames. For example ffaa_armas_p90 and ffaa_armas_p90_holo. And change all units of the mod containing this weapon from ffaa_armas_p90 to ffaa_armas_p90_holo... That's the only way to get it compatible with Virtual Arsenal.

You have helped me a lot, Thanks!

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Hey guys, apologies for the necro, but I am having quite the similar issue. On the very same FFAA mod, I'm trying to get the Fabarm SDASS and SDASS Compact to show up on the Arsenal, but I've had zero success.

class ffaa_armas_sdass: Rifle_Base_F

{

class WeaponSlotsInfo

{

mass=75;

class CowsSlot: SlotInfo

{

linkProxy="\A3\data_f\proxies\weapon_slots\TOP";

displayName="$STR_A3_CowsSlot0";

compatibleItems[]=

{

"optic_Arco",

"ffaa_optic_holografico";

};

};

};

class LinkedItems

{

class LinkedItemsOptic

{

slot="CowsSlot";

item="ffaa_optic_holografico";

};

};

class GunParticles

{

class SecondEffect

{

positionName="Nabojnicestart";

directionName="Nabojniceend";

effectName="CaselessAmmoCloud";

};

};

scope=2;

model="\ffaa_armas\fabarm\ffaa_armas_sdass.p3d";

picture="\ffaa_armas\data\equip\gear_fabarm_x_ca.paa";

UiPicture="\A3\weapons_f\data\UI\icon_scuba_ca.paa";

displayName="Fabarm SDASS";

opticsZoomMin=0.25;

opticsZoomMax=0.40000001;

author="$STR_FFAA_AUTOR_FFAAMOD";

distanceZoomMin=200;

distanceZoomMax=200;

soundContinuous=0;

sounds[]=

{

"StandardSound"

};

class BaseSoundModeType

{

weaponSoundEffect="DefaultRifle";

};

class StandardSound: BaseSoundModeType

{

begin1[]=

{

"\ffaa_armas\Fabarm\sound\shotgun12gauge.ogg",

1,

1,

800

};

soundBegin[]=

{

"begin1",

1

};

};

reloadMagazineSound[]=

{

"\ffaa_armas\Fabarm\sound\shotgun12gauge-reload.ogg",

0.35481301,

1,

20

};

minRange=0;

minRangeProbab=0.5;

midRange=100;

midRangeProbab=0.4;

maxRange=200;

maxRangeProbab=0.3;

dispersion=0.003;

magazines[]=

{

"ffaa_cal12_escopeta"

};

reloadTime=0.89999998;

backgroundReload=1;

value=1000;

aiRateOfFire=0.5;

aiRateOfFireDistance=50;

magazineReloadTime=10;

class Library

{

libTextDesc="$STR_FFAA_FABARM_LIB_DEFINICION";

};

descriptionShort="$STR_FFAA_FABARM_DEFINICION";

};

class ffaa_armas_sdassc: ffaa_armas_sdass

{

model="\ffaa_armas\fabarm\ffaa_armas_sdassc.p3d";

displayName="Fabarm SDASS Compact";

picture="\ffaa_armas\data\equip\gear_fabarmc_x_ca.paa";

class WeaponSlotsInfo

{

mass=62;

};

};

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Hey guys, apologies for the necro, but I am having quite the similar issue. On the very same FFAA mod, I'm trying to get the Fabarm SDASS and SDASS Compact to show up on the Arsenal, but I've had zero success.

Hi, I don't know why you are trying to fix the Fabarm of the FFAA MOD, the FFAA MOD Team have fixed that in our development version. Any way here is the code of the fabarm fixed in case you want learn how it is done.

class ffaa_armas_sdass : Rifle_Base_F

{

class WeaponSlotsInfo {

mass = 75;

class CowsSlot : SlotInfo

{

linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";

displayName = "$STR_A3_CowsSlot0";

compatibleItems[] = { "optic_Arco", "ffaa_optic_holografico"};

iconPosition[] = {0.62, 0.47};

iconScale = 0.2;

iconPicture = "\A3\Weapons_F\Data\UI\attachment_top.paa";

iconPinpoint = "bottom";

};

};

class GunParticles/// : GunParticles

{

class SecondEffect

{

positionName = "Nabojnicestart";

directionName = "Nabojniceend";

effectName = "CaselessAmmoCloud";

};

};

scope = 2;

model = "\ffaa_armas\fabarm\ffaa_armas_sdass.p3d";

picture = "\ffaa_armas\data\equip\gear_fabarm_ca.paa";

UiPicture = "\A3\weapons_f\data\UI\icon_scuba_ca.paa";

displayName = "Fabarm SDASS";

opticsZoomMin = 0.25;

opticsZoomMax = 0.40;

author="$STR_FFAA_AUTOR_FFAAMOD";

distanceZoomMin = 200;

distanceZoomMax = 200;

soundContinuous = 0;

sounds[] = {"StandardSound"};

class BaseSoundModeType

{

weaponSoundEffect = "DefaultRifle";

};

class StandardSound: BaseSoundModeType

{

begin1[] = {"\ffaa_armas\Fabarm\sound\shotgun12gauge.ogg",1.0, 1, 800};

soundBegin[] = {"begin1",1};

};

reloadMagazineSound[] = {"\ffaa_armas\Fabarm\sound\shotgun12gauge-reload.ogg", 0.354813, 1, 20};

minRange = 0;

minRangeProbab = 0.5;

midRange = 60;

midRangeProbab = 0.2;

maxRange = 100;

maxRangeProbab = 0.03;

dispersion = 0.003;

magazines[] = {"ffaa_cal12_escopeta"};

reloadTime = 0.9;

backgroundReload = 1;

value = 1000;

aiRateOfFire = 0.50;

aiRateOfFireDistance = 50;

magazineReloadTime = 10;

class Library

{

libTextDesc = "$STR_FFAA_FABARM_LIB_DEFINICION";

};

descriptionShort = "$STR_FFAA_FABARM_DEFINICION";

};

class ffaa_armas_sdass_eo: ffaa_armas_sdass

{

displayName = "Fabarm SDASS";

author="$STR_FFAA_AUTOR_FFAAMOD";

_generalMacro = "ffaa_armas_sdass_holo";

class LinkedItems

{

class LinkedItemsOptic {

slot = "CowsSlot";

item = "ffaa_optic_holografico";

};

};

};

class ffaa_armas_sdassc : ffaa_armas_sdass

{

model = "\ffaa_armas\fabarm\ffaa_armas_sdassc.p3d";

displayName = "Fabarm SDASS Compact";

author="$STR_FFAA_AUTOR_FFAAMOD";

_generalMacro = "ffaa_armas_sdassc";

picture = "\ffaa_armas\data\equip\gear_fabarmc_ca.paa";

class WeaponSlotsInfo{

mass = 62;

};

};

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if weapons are not showing in the arsenal just put in

BaseWeapon = <classname of your weapon>;

the arsenal willlook for a baseweapon. if by example you retexture a MX serie rifle but you do not put in this code with your custom classname it will put in the weapon from the inheretance. if your weapon is not inhereting but also not showing up the arsenal will most likely ognore the weapon because it does not have this entry

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Hi, I don't know why you are trying to fix the Fabarm of the FFAA MOD, the FFAA MOD Team have fixed that in our development version. Any way here is the code of the fabarm fixed in case you want learn how it is done.

I was just trying to get working for Arsenal because I love it of course! The way you guys did those shotguns was superb, it's a nice compromise of having a pump shotgun with all the satisfaction the pump brings, without any added script lag. In any case, thanks a ton and I look forward to any FFAA update releases.

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