KokaKolaA3 394 Posted July 23, 2016 Hey, im currently working on the German Special Forces mod, i want to add a Riot Shield with a pistol, i saw in KICKASS KA-Weapons a very cool way to make a riot shield. He made it as Bipod, so you can attach it or just use the pistol without the riot shield, the animation looks a bit wierd but thats fine. The Weapon (HK-USP) works fine, but the Shield (Bipod-Slot) is invisible when attached to the gun, when i remove the shield from my inventory and put it on the ground its visible... Any ideas why? I used samples from KICKASS, the bipod has no model.cfg in his samples, so mine has none too, is that the problem? (He couldn't find the original files, so he send me improvised files, so the model.cfg may not be included...) He did not respond until now, so maybe someone else could help me. Any help would be appreciated! Share this post Link to post Share on other sites
Jackal326 1181 Posted July 23, 2016 Does the pistol model have a proxy for the "bipod" (a proxy linked to '\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL' by default)? It'll kinda need it... Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 23, 2016 Does the pistol model have a proxy for the "bipod" (a proxy linked to '\A3\Data_F_Mark\Proxies\Weapon_Slots\UNDERBARREL' by default)? It'll kinda need it... Well, it does not. Thanks for your help! Share this post Link to post Share on other sites
Jackal326 1181 Posted July 23, 2016 Well, it does not. I'll fix that thanks! That should fix the issue. The proxy location will need adjusting to correctly place the shield. Your best bet is to proxy in the shield, correctly position the proxy triangle, and once it is in the right place change the path to proxy in the UNDERBARREL place-holder. The bipod models are the only attachments that make use of a model.cfg BUT only if they're animated (e.g. animated leg deployment). If the bipod model features no animation (which yours will not as its just a shield, then you DO NOT require a model.cfg. Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 23, 2016 That should fix the issue. The proxy location will need adjusting to correctly place the shield. Your best bet is to proxy in the shield, correctly position the proxy triangle, and once it is in the right place change the path to proxy in the UNDERBARREL place-holder. The bipod models are the only attachments that make use of a model.cfg BUT only if they're animated (e.g. animated leg deployment). If the bipod model features no animation (which yours will not as its just a shield, then you DO NOT require a model.cfg. Alright thanks for that. But now its getting weird... I added the proxy, without placing it at 100% the right spot, so the problem is now, i cannot even add the shield as bipod anymore...? Nevermind, i deleted the proxy again and it does not work as well, seems like another error. Share this post Link to post Share on other sites
Jackal326 1181 Posted July 23, 2016 The only thing I can think of is if the proxy-path isn't setup correctly in the model. As such it conflicts with what is set out in the config code ('\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL'). This would probably cause you to be unable to mount bipods. Double-check the proxy path within the model. Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 23, 2016 The only thing I can think of is if the proxy-path isn't setup correctly in the model. As such it conflicts with what is set out in the config code ('\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL'). This would probably cause you to be unable to mount bipods. Double-check the proxy path within the model. The proxy path is correct. But i found out that i can only select the shield when the KA-Weapons mod is enabled too... But i don't understand why, i did not used anything from KA-Weapons Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 23, 2016 (edited) .... Edited July 23, 2016 by KokaKolaA3 Share this post Link to post Share on other sites
Jackal326 1181 Posted July 23, 2016 Would you mind posting your config? Share this post Link to post Share on other sites
KokaKolaA3 394 Posted July 23, 2016 class CfgPatches { class KKA3_GSF_Shield { units[] = { "KKA3_Weapon_P8" }; weapons[] = { "KKA3_P8" }; requiredVersion = 0.1; requiredAddons[] = {A3_Weapons_F}; }; }; class CfgMagazines { // P8 class CA_Magazine; class kka3_15Rnd_9x19_P8: CA_Magazine { author = "KokaKolaA3"; scope = 2; displayName = "15Rnd 9x19mm Magazine"; displayNameShort = "15Rnd 9x19mm"; descriptionShort = "15Rnd 9x19mm"; picture = "\A3\Weapons_F\Data\placeholder_co.paa"; ammo = "B_9x21_Ball"; type = 16; count = 15; mass = 6; initSpeed = 380; lastRoundsTracer = 0; tracersEvery = 0; }; }; class cfgRecoils { class recoil_default; class kka3_recoil_P8: recoil_default { muzzleOuter[] = {0.2,1.0,0.2,0.3}; kickBack[] = {0.03,0.06}; temporary = 0.03; }; }; class CfgVehicles { //PISTOLS class Pistol_Base_F; class kka3_Weapon_P8: Pistol_Base_F { author = "KokaKolaA3"; scope = 2; scopeCurator = 2; displayName = "HK USP"; vehicleClass = "WeaponsHandguns"; class TransportWeapons { class kka3_P8 { weapon = "kka3_P8"; count = 1; }; }; class TransportMagazines { class kka3_15Rnd_9x19_P8 { magazine = "kka3_15Rnd_9x19_P8"; count = 1; }; }; }; }; class SlotInfo; class CowsSlot; class PointerSlot; class UnderBarrelSlot; class MuzzleSlot; class ItemCore; class InventoryUnderItem_Base_F; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; // WAFFEN CONFIG class CfgWeapons { // PISTOLEN class Pistol; class Pistol_Base_F: Pistol { class WeaponSlotsInfo; }; class kka3_GSF_shield_F: ItemCore { scope = 2; displayName = "Tactical Shield"; model = "\kka3_GSF_Shield\einsatzshild.p3d"; picture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; Uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; author = "KokaKolaA3"; class ItemInfo: InventoryUnderItem_Base_F { deployedPivot = "bipod"; hasBipod = "true"; mass = 10; soundBipodDown[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_down",0.70794576,1,20}; soundBipodUp[] = {"A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_up",0.70794576,1,20}; }; inertia = 0.2; }; class kka3_P8: Pistol_Base_F { author = "KokaKolaA3 & KoffeinFlummi"; _generalMacro = "kka3_P8"; scope = 2; displayName = "HK USP"; descriptionShort = "HK USP 9mm"; model = "\kka3_GSF_Shield\kka3_p8.p3d"; picture = "\kka3_GSF_Shield\UI\gear_p8_x_ca.paa"; uiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\kka3_GSF_Shield\data\kka3_p8_co.paa"}; magazines[] = {"kka3_15Rnd_9x19_P8"}; reloadAction = "GestureReloadPistol"; reloadMagazineSound[] = {"A3\sounds_f\weapons\pistols\p07_reload",0.56234133,1,30}; recoil = "kka3_recoil_P8"; selectionFireAnim="muzzleflash"; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_01",0.2238721,1,10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_02",0.2238721,1.2,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_01",3.981072,1,1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_02",3.981072,1,1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_03",3.981072,1,1200}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_interior",1.0,1,1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_trees",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_forest",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_meadows",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_houses",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_01",0.56234133,1,400}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_02",0.56234133,1,400}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_03",0.56234133,1,400}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_interior",1.0,1,400}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_trees",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_forest",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_meadows",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_houses",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; recoil = "recoil_pistol"; recoilProne = "recoil_pistol"; }; reloadTime = 0.13; dispersion = 0.003; drySound[] = {"A3\sounds_f\weapons\other\dry1",0.39810717,1,20}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 20; class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName = "$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0"; compatibleItems[] = {}; }; class CowsSlot: CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; compatibleItems[] = {}; }; class PointerSlot: PointerSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\SIDE"; compatibleItems[] = {}; }; class UnderBarrelSlot: UnderBarrelSlot { linkProxy = "\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; compatibleItems[] = {"KKA3_GSF_Shield_F"}; iconPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; iconPinpoint = "Center"; iconPosition[] = {0.25,0.5}; iconScale = 0.2; }; }; inertia = 0.1; dexterity = 2; initSpeed = -1; class ItemInfo { priority = 2; }; }; class kka3_P8_A: Pistol_Base_F { author = "KokaKolaA3 & KoffeinFlummi"; _generalMacro = "kka3_P8"; scope = 2; displayName = "HK P8"; descriptionShort = "HK P8 9mm"; model = "\kka3_GSF_Shield\kka3_p8.p3d"; picture = "\kka3_GSF_Shield\UI\gear_p8_x_ca.paa"; uiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\kka3_GSF_Shield\data\kka3_p8_co.paa"}; magazines[] = {"kka3_15Rnd_9x19_P8"}; reloadAction = "GestureReloadPistol"; reloadMagazineSound[] = {"A3\sounds_f\weapons\pistols\p07_reload",0.56234133,1,30}; recoil = "kka3_recoil_P8"; selectionFireAnim="muzzleflash"; modes[] = {"Single"}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_01",0.2238721,1,10}; closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Closure_P07_02",0.2238721,1.2,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_01",3.981072,1,1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_02",3.981072,1,1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_short_03",3.981072,1,1200}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_interior",1.0,1,1200}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_trees",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_forest",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_meadows",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\P07_tail_houses",1.0,1,1200}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; class SilencedSound: BaseSoundModeType { begin1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_01",0.56234133,1,400}; begin2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_02",0.56234133,1,400}; begin3[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_short_03",0.56234133,1,400}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin1",0.34}; class SoundTails { class TailInterior { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_interior",1.0,1,400}; frequency = 1; volume = "interior"; }; class TailTrees { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_trees",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*trees"; }; class TailForest { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_forest",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*forest"; }; class TailMeadows { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_meadows",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*(meadows/2 max sea/2)"; }; class TailHouses { sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\P07\Silencer_P07_tail_houses",1.0,1,400}; frequency = 1; volume = "(1-interior/1.4)*houses"; }; }; }; recoil = "recoil_pistol"; recoilProne = "recoil_pistol"; }; reloadTime = 0.13; dispersion = 0.003; drySound[] = {"A3\sounds_f\weapons\other\dry1",0.39810717,1,20}; class WeaponSlotsInfo: WeaponSlotsInfo { mass = 20; class MuzzleSlot: SlotInfo { linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; displayName = "$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0"; compatibleItems[] = {}; }; class CowsSlot: CowsSlot { compatibleItems[] = {}; }; class PointerSlot: PointerSlot { compatibleItems[] = {"acc_flashlight"}; }; class UnderBarrelSlot: UnderBarrelSlot { linkProxy = "\A3\Data_f_Mark\proxies\weapon_slots\UNDERBARREL"; compatibleItems[] = {"kka3_GSF_shield_F"}; }; }; inertia = 0.1; dexterity = 2; initSpeed = -1; class ItemInfo { priority = 2; }; }; }; Share this post Link to post Share on other sites