Roanoke 36 Posted July 2, 2015 Hello all, Trying to figure out why a pistol mod I have has no recoil. When I get in game, the gun has no visible recoil. Can ya'll check my config to see whats wrong? I'd really appreciate it. http://pastebin.com/JPH8hkpe Share this post Link to post Share on other sites
Yano 18 Posted July 3, 2015 check your code around line 136, it looks like redundant "};" Share this post Link to post Share on other sites
Roanoke 36 Posted July 4, 2015 Took it out, however I get an error that reads "File 007_weapons\ppk\config.cpp, line 123:/CfgWeapons.WeaponSlotsInfo:Undefined base class 'WeaponSlotsInfo' It won't even launch my game :/ Share this post Link to post Share on other sites
Jackal326 1182 Posted July 6, 2015 Took it out, however I get an error that reads "File 007_weapons\ppk\config.cpp, line 123:/CfgWeapons.WeaponSlotsInfo:Undefined base class 'WeaponSlotsInfo'It won't even launch my game :/ Underneath class Pistol; // External class reference add class WeaponSlotsInfo; Share this post Link to post Share on other sites
Roanoke 36 Posted July 8, 2015 After adding that, it is telling me that at line 55: .Pistol_Base_F: Undefined base class 'Pistol' Share this post Link to post Share on other sites
Locklear 214 Posted July 8, 2015 I took your config from the first post, deleted one bracket from line 126 and deleted the second recoil property from line 129. After these adjustments, the game loaded without any errors, and the pistol was available in Virtual Arsenal. (Of course, the game kinda minded I don't have your files, such as the pistol's model.) You can find the code below, please try it. Something just might have gotten terribly broken during various attempts to find and fix those error messages (don't worry, it happens :) ). // config.bin - 01:47:28 07/02/15, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define private 0 #define protected 1 #define public 2 class CfgPatches { class 007_Weapons_Pistols_W_PPK { units[] = {}; weapons[] = {"hgun_007_W_PPK"}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F"}; }; }; class CfgAmmo { class BulletBase; // External class reference class B_765x17_Ball : BulletBase { hit = 20; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_9mm"; cost = 100; typicalSpeed = 290; airFriction = -0.0016; caliber = 1.4; deflecting = 45; model = "\A3\Weapons_f\Data\bullettracer\tracer_white"; tracerScale = 0.5; tracerStartTime = 0.05; tracerEndTime = 1; nvgOnly = 1; visibleFire = 3; // how much is visible when this weapon is fired audibleFire = 5; }; }; class CfgMagazines { class CA_Magazine; // External class reference class 8Rnd_765x17_Mag : CA_Magazine { scope = public; displayName = "7.65mm 7Rnd Mag"; picture = "\007_weapons\PPK\UI\m_ppk.paa"; ammo = "B_765x17_Ball"; count = 7; mass = 5; initSpeed = 280; tracersEvery = 0; descriptionShort = "Caliber: 7.65x17 mm<br />Rounds: 8<br />Used in: Walther PPK"; }; }; class Mode_SemiAuto; // External class reference class SlotInfo; // External class reference class CfgWeapons { class Pistol; // External class reference class Pistol_Base_F : Pistol { class WeaponSlotsInfo; // External class reference }; class hgun_007_W_PPK : Pistol_Base_F { scope = public; model = "\007_weapons\PPK\W_PPK.p3d"; picture = "\007_weapons\PPK\UI\gear_007_PPK_X_CA.paa"; magazines[] = {"8Rnd_765x17_Mag"}; displayname = "Walther PPK"; author = "lyotchik-sniper"; descriptionShort = "Handgun<br />Caliber: 7.65x17 mm"; class Library { libTextDesc = "007 James Bond's Walther PPK"; }; bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01", 0.501187, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02", 0.501187, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03", 0.501187, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04", 0.501187, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01", 0.398107, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02", 0.398107, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03", 0.398107, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04", 0.398107, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01", 0.223872, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02", 0.223872, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03", 0.223872, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04", 0.223872, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; sounds[] = {"StandardSound", "SilencedSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 0.158489, 1, 10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_handgun_3", 0.158489, 1.1, 10}; soundClosure[] = {"closure1", 0.5, "closure2", 0.5}; }; class StandardSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\pistols\pistol_st_1", 0.562341, 1, 700}; begin2[] = {"A3\sounds_f\weapons\pistols\pistol_st_2", 0.562341, 1, 700}; begin3[] = {"A3\sounds_f\weapons\pistols\pistol_st_3", 0.562341, 1, 700}; soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34}; }; class SilencedSound : BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\silenced\silent-07", 0.562341, 1, 200}; begin2[] = {"A3\sounds_f\weapons\silenced\silent-08", 0.562341, 1, 200}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; recoil = "recoil_pistol_light"; recoilProne = "recoil_prone_pistol_light"; reloadTime = 0.1; dispersion = 0.00493; drySound[] = {"A3\sounds_f\weapons\other\dry1", 0.398107, 1, 20}; reloadMagazineSound[] = {"A3\sounds_f\weapons\pistols\p07_reload", 1, 1, 10}; minRange = 5; minRangeProbab = 0.3; midRange = 25; midRangeProbab = 0.6; maxRange = 50; maxRangeProbab = 0.1; aiRateOfFire = 2; // delay between shots at given distance aiRateOfFireDistance = 25; inertia = 0.2; dexterity = 1.8; initSpeed = 450; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 20; class CowsSlot {}; class MuzzleSlot : SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; compatibleItems[] = {"muzzle_snds_007_ppk"}; iconPosition[] = {0.3, 0.38}; iconScale = 0.2; }; }; }; class muzzle_snds_H { class ItemInfo; // External class reference }; class muzzle_snds_007_ppk : muzzle_snds_H { author = "lyotchik-sniper"; _generalMacro = "muzzle_snds_acp"; displayName = "Sound Suppressor (Walther PPK)"; picture = "\A3\weapons_F\Data\UI\gear_acca_snds_l_CA.paa"; model = "\007_weapons\PPK\Silencer.p3d"; class ItemInfo : ItemInfo { mass = 6; class MagazineCoef { initSpeed = 1.1; }; class AmmoCoef { hit = 1; typicalSpeed = 1; airFriction = 1; visibleFire = 0.5; // how much is visible when this weapon is fired audibleFire = 0.3; visibleFireTime = 0.5; // how long is it visible audibleFireTime = 0.5; cost = 1; }; soundTypeIndex = 1; muzzleEnd = "zaslehPoint"; alternativeFire = "Zasleh2"; class MuzzleCoef { dispersionCoef = 1.0f; artilleryDispersionCoef = 1.0f; fireLightCoef = 0.1f; recoilCoef = 1.0f; recoilProneCoef = 1.0f; minRangeCoef = 1.0f; minRangeProbabCoef = 1.0f; midRangeCoef = 1.0f; midRangeProbabCoef = 1.0f; maxRangeCoef = 1.0f; maxRangeProbabCoef = 1.0f; }; }; inertia = 0.1; }; class hgun_007_W_PPK_snds : hgun_007_W_PPK { class LinkedItems { class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "muzzle_snds_007_ppk"; }; }; }; }; class cfgMods { author = 76561198041815156; timepacked = 1419980748; }; Share this post Link to post Share on other sites
Roanoke 36 Posted July 9, 2015 Appreciate the support so far. Sadly, it is still a straight shooter and refuses to jump in my hand. What else can I do to get this resolved? Share this post Link to post Share on other sites
slatts 1978 Posted July 9, 2015 Do you mean it has no visible recoil? Or do the bullets not raise up even with rapid fire? Try the armory, fire you pistol as fast as you can and see what happens with the red lines. Share this post Link to post Share on other sites
Roanoke 36 Posted July 9, 2015 There is no recoil at all. Bullets have drop to them, the gun just doesn't jerk upward. Share this post Link to post Share on other sites
Locklear 214 Posted July 9, 2015 I'm not sure if I understand your last comment, but I presume the bullets do raise when shooting and the pistol doesn't move. If this is the case, I'd say there are some missing animations in the pistol's model config. Share this post Link to post Share on other sites
PuFu 4600 Posted July 9, 2015 the so called visual recoil is set in the model.cfg, as an animation for the weapon Share this post Link to post Share on other sites