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evrik

Resting weapon without a bipod

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In our latest round of bug testing for our weapon pack (since the DLC), we found that every weapon without a bipod that is 'deployed' while prone, causes the unit holding the weapon to sink badly into the ground. The depth is determined by the point at which the magazine or foregrip of the weapon first comes into contact with the ground. Weapons with a bipod are fine (or the effect is minor). Since the DLC, is there a new memory point or ground contact point that needs to be added into the model and config to determine how the weapon reacts without a bipod when deployed?

Thanks,

Evrik (3CB).

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Since the DLC, is there a new memory point or ground contact point that needs to be added into the model and config to determine how the weapon reacts without a bipod when deployed?

Yes, you define a memory point in the config with the deployedPivot parameter.

By default, the BIS weapons all use a pivot point called "Bipod", even if the weapon doesn't have an integrated bipod or a bipod slot. So just adding a memory point called "bipod" to your model should be enough if you're inheriting from an existing base class like Rifle_Base_F that already has deployedPivot = "bipod"; defined in its config.

Edited by da12thMonkey

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Thanks for the quick reply, da12thMonkey. I'll give that a whirl! :D

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As I learned the hard way, you'll need to go into every weapon you have and painstakingly set where the bipod memory point is to avoid players sinking into the ground. Pretty much, don't place the bipod memory point anywhere on the weapon. Place the point lined up where you'd like to see the weapon be rested/deployed from (Either in-built bipod, or if lack of bipod, where the rifle barrel will rest) and then you'll need to move that point down.

Here's an example from my own work.

Reference the Red Memory point dot.

10866144_10153254150919108_5021081104527277871_o.jpg

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That image is really useful. Thank you for posting it up. :D

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