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Hello guys! I'm stuck in an issue that wont let me use the new aimpoint i've done.

 

I've positively port the aimpoint in the game in the right CowsSlot but when i try to use it i simply can't aim through it , i click RMB but the aim animation don't start...

If i remove the aimpoint i can aim with iron sights without problem.

 

Here is the config file , i dont know if I miss something in the scope config or in the WeaponSlotsInfo config...

class cfgWeapons
{
	class ItemCore;
	class InventoryOpticsItem_Base_F;
	class InventoryItem_Base_F;
	
	class arifle_Mk20_plain_F;
	class arifle_Mk20_GL_F;
	class UGL_F;
	
	
	//accessori armi
	
	class aimpoint2000: ItemCore
	{
		scope = 2;
		displayName="Aimpoint 2000";
		author="Black Ops Weapons";
		picture="\beppe_mod\aimpoint\ico\aim2000.paa";
		model = "\beppe_mod\aimpoint\aim2000.p3d";
		descriptionShort = "Aimpoint 2000";
		weaponInfoType = "RscWeaponZeroing";
		
		class ItemInfo: InventoryOpticsItem_Base_F
		{
			mass = 7;
			modelOptics="";
			optics = 1;
			class OpticsModes
			{
				class aimpoint2000_holo
				{
					opticsID = 1;
					useModelOptics = false;
					opticsPPEffects[]={""};
					opticsFlare = false;
					opticsDisablePeripherialVision = false;
					opticsZoomMin=0.375;
					opticsZoomMax=1;
					opticsZoomInit=0.75;
					memoryPointCamera = "eye";
					visionMode[] = {"Normal","NVG"}; /// Can be combined with NVG
					distanceZoomMin=300;
					distanceZoomMax=300;
				};
				
			};
		};
	};
	
	//armi
	class BOM16A1: arifle_Mk20_plain_F{
		author="Black Ops Weapons";
		reloadAction = "GestureReloadMXSniper";
		displayName = "M16A1"; /// some name
		model = "\beppe_mod\M653\M16A1.p3d"; /// path to model
		weaponInfoType = "RscWeaponZeroing";
		picture="\beppe_mod\m653\ico\m16a1.paa";
		handanim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_dmr.rtm"};
		
		class WeaponSlotsInfo {
			mass = 4;
			class MuzzleSlot;
			class CowsSlot{
				// targetProxy
				linkProxy = "\A3\data_f\proxies\weapon_slots\TOP";
				compatibleItems[] = {"aimpoint2000"};
			};
			class PointerSlot{};
			class UnderBarrelSlot{};
			allowedSlots[] = {901}; // you simply cannot put this into your pants
	    };
	};
	
		
};	

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model.cfg?

The scope need the model.cfg?

The sample model doesn't have it...

The model.cfg of the weapon doesn't have any class about accessories... Or am I wrong?

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model.cfg of the weapon:

 

class CfgSkeletons
{

class M16A1
{

pivotsModel="";
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[]=
{
"magazine","",
"bolt","",
"safety","",
"muzzleFlash","",
"trigger",""
};
};

};

class CfgModels
{
class Default;

class Optic: Default
{
sections[]=
{
"zasleh"
};
};


class M16A1: Default{
sections[]=
{
"zasleh","magazine","bolt"
};
skeletonName="M16A1";
class Animations
{

class zaslehROT
{
type="rotation";
source="clockMinute";
sourceAddress="loop";
selection="zasleh";
begin="usti hlavne";
end="konec hlavne";
memory=1;
minValue=0.0166665;
maxValue=0.016666666666666666666666666666667;
angle0="rad 0";
angle1="rad 360";
};
class trigger /// not in this model, but good to use
{
type = "rotation";
source = "reload";
sourceAddress = "clamp";
selection = "trigger";
axis = "trigger_axis";
minValue = 0;
maxValue = "1";
angle0 = "0";
angle1 = "rad -30";
};

class reload_magazine_hide
{
type="hide";
source="reloadMagazine";
selection="magazine";
minValue=-0.40000001;
maxValue=0.40000001;
minPhase=-0.40000001;
maxPhase=0.40000001;
hideValue=0.75;
sourceAddress="mirror";
};

class bolt
{
type="translation";
source="reload";
selection="bolt";
axis="bolt_axis";
memory = 1;
minValue=0;
maxValue="1";
offset0="0";
offset1="1";
};

class unloaded_magazine_hide {
type = "hide";
source = "hasMagazine";
selection = "magazine";
hideValue = 0.1;
};

class safety_mode_rot
{
type = rotation;
source = weaponMode;
selection = "safety";
axis = "safety_axis";
memory = 1;
minValue = 0;
maxValue = 0.25;
angle0 = 0;
angle1 = (rad -115);
};

class no_magazine
{
type="hide";
source="hasMagazine";
selection="magazine";
minValue=0.000000;
maxValue=1.00000;
hideValue=0.5;
unhideValue = -1.0;
}; 

}; 

};


class m653: m16a1{};
      
class m653m203: m16a1{};

class m723: m16a1{};

class m723_camo: m16a1{};

};

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Change

modelOptics="";

to

modelOptics="\A3\Weapons_F\empty";

and make sure you have a memory point called 'eye' in the memory LOD to designate the position the camera moves to while aiming.

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Change

modelOptics="";

to

modelOptics="\A3\Weapons_F\empty";

and make sure you have a memory point called 'eye' in the memory LOD to designate the position the camera moves to while aiming.

 

YES MAN! You've got it right. Empty string was causing it all!

 

Thank you! You saved me a lot of time!

  • Like 1

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