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dxfan01

Trouble importing weapon

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Hi I'm trying to import my Krag rifle model into the game but ran into this.

can anybody tell me what causes this?

I'm also wondering whats the way to make this properly bolt action I'm a little confused on that in the config.

rHNr3SrKH.jpg

Upon loading ingame I get this error and it will CTD.

rHOKfAwAX.jpg

Any help making the config right would be appreciated because the tutorial I used wasnt very good at explaining things. (note i have not changed the magazine and ammo configs at the bottom yet because am unsure how to make those for bolt action)

Spoiler

class CfgPatches
{
 class og_rifle_krag
 {
    requiredaddons[] = {};
    requiredversion = 0.1;
    units[] = {};
    weapons[] = {"og_rifle_krag"};
    magazines[] = {"og_krag_30-40"};
 };
};
/*external*/ class Mode_SemiAuto;


class CfgWeapons {
    class og_rifle_krag_base {
        access = 3;
        afmax = 0;
        aidispersioncoefx = 4;
        aidispersioncoefy = 5;
        airateoffire = 0.5;
        airateoffiredistance = 500;
        ammo = "";
        autofire = 1;
        autoreload = 0;
        backgroundreload = 0;
        ballisticscomputer = 0;
        bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15};
        bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15};
        bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15};
        bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15};
        bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15};
        bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15};
        bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15};
        bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15};
        bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15};
        bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15};
        bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15};
        bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15};
        candrop = 1;
        canlock = 0;
        canshootinwater = 0;
        cartridgepos = "nabojnicestart";
        cartridgevel = "nabojniceend";
        count = 0;
        cursor = "arifle";
        cursoraim = "CursorAim";
        cursoraimon = "";
        cursorsize = 1;
        cmimmunity = 1;
        descriptionshort = "Springfield Krag M1898 <br />Caliber: ";
        detectrange = 0;
        dexterity = 1.64;
        discretedistance[] = {100, 300, 400, 600, 800};
        discretedistanceinitindex = 1;
        dispersion = 0.0001;
        displayname = "Springfield Krag M1898";
        disposableweapon = 0;
        distancezoommax = 300;
        distancezoommin = 300;
        drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1};
        emptysound[] = {"", 1, 1};
        enableattack = 1;
        ffcount = 3;
        fffrequency = 11;
        ffmagnitude = 0.5;
        fireanims[] = {};
        firelightduration = 0.05;
        firelightintensity = 0.012;
        firespreadangle = "3.0f";
        flash = "gunfire";
        flashsize = 0.5;
        forceoptics = 0;
        handanim[] = {"OFP2_ManSkeleton","Krag\anim\krag.rtm"};    //hand animation lcation
        hiddenselections[] = {"Krag"};
        hiddenselectionstextures[] = {"Krag\krag_01_co.paa"};
        hiddenunderwaterselections[] = {};
        hiddenunderwaterselectionstextures[] = {};
        htmax = 600;
        htmin = 1;
        initspeed = 0;
        irdistance = 0;
        irdotintensity = 0.001;
        irlaserend = "laser dir";
        irlaserpos = "laser pos";
        laser = 0;
        lockacquire = 1;
        lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6};
        lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2};
        magazinereloadtime = 0;
        magazines[] = {"og_krag_30-40"};
        maxleadspeed = 23;
        maxrange = 500;
        maxrangeprobab = 0.04;
        maxrecoilsway = 0.008;
        memorypointcamera = "eye";
        mfact = 1;
        mfmax = 0;
        midrange = 150;
        midrangeprobab = 0.58;
        minrange = 1;
        minrangeprobab = 0.3;
        model = "Krag\Krag";
        modelmagazine = "";
        modeloptics = "-";
        modelspecial = "";
        modes[] = {"Single"};
        multiplier = 1;
        muzzleend = "konec hlavne";
        muzzlepos = "usti hlavne";
        muzzles[] = {"this"};
        namesound = "rifle";
        optics = 0;
        opticsdisableperipherialvision = 0.67;
        opticsflare = 0;
        opticsid = 0;
        opticsppeffects[] = {};
        opticszoominit = 0.75;
        opticszoommax = 1.1;
        opticszoommin = 0.375;
        picture = "\Krag\UI\gear_og_hrifle_krag_x_ca";
        primary = 10;
        recoil = "assaultRifleBase";
        recoilprone = "assaultRifleBase"
        reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30};
        reloadsound[] = {"", 1, 1};
        reloadtime = 0.15;
        scope = 0;
        selectionfireanim = "zasleh";
        showaimcursorinternal = 1;
        showempty = 1;
        shownunderwaterselections[] = {};
        showswitchaction = 0;
        showtoplayer = 1;
        simulation = "Weapon";
        sound[] = {};
        soundbegin[] = {"sound", 1};
        soundbeginwater[] = {"sound", 1};
        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};
        soundburst = 1;
        soundclosure[] = {"sound", 1};
        soundcontinuous = 0;
        soundend[] = {"sound", 1};
        soundloop[] = {"sound", 1};
        swaydecayspeed = 2;
        tbody = 100;
        texturetype = "default";
        type = 1;
        uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        useaction = 0;
        useactiontitle = "";
        useasbinocular = 0;
        usemodeloptics = 1;
        value = 4;
        weaponinfotype = "RscWeaponZeroing";
        weaponlockdelay = 0;
        weaponlocksystem = 0;
        weaponpoolavailable = 1;
        weaponsoundeffect = "";
        weight = 0;
        class Library {
            libtextdesc = "The first powderless rifle used by American armed forces. ";
        };
        class GunClouds {
            access = 0;
            cloudletaccy = 0;
            cloudletalpha = 0.3;
            cloudletanimperiod = 1;
            cloudletcolor[] = {1, 1, 1, 0};
            cloudletduration = 0.05;
            cloudletfadein = 0;
            cloudletfadeout = 0.1;
            cloudletgrowup = 0.05;
            cloudletmaxyspeed = 100;
            cloudletminyspeed = -100;
            cloudletshape = "cloudletClouds";
            cloudletsize = 1;
            deltat = 0;
            initt = 0;
            interval = -0.02;
            size = 0.3;
            sourcesize = 0.02;
            timetolive = 0;
            class Table {
                class T0 {
                    color[] = {1, 1, 1, 0};
                    maxt = 0;
                };
            };
        };
        class WeaponSlotsInfo {
            allowedslots[] = {901};
            mass = 4;
            class MuzzleSlot {};
            class CowsSlot {};
            class PointerSlot {};
        };    
        class GunParticles {
            class FirstEffect {
                directionname = "Konec hlavne";
                effectname = "RifleAssaultCloud";
                positionname = "Usti hlavne";
            };
        };
        class Single: Mode_SemiAuto {
            aidispersioncoefx = 1.4;
            aidispersioncoefy = 1.7;
            airateoffire = 2;
            airateoffiredistance = 500;
            artillerycharge = 1;
            artillerydispersion = 1;
            autofire = 0;
            begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200};
            begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200};
            begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200};
            burst = 1;
            canshootinwater = 0;
            closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
            closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
            dispersion = 0.00093;
            displayname = "Semi";
            ffcount = 1;
            fffrequency = 11;
            ffmagnitude = 0.5;
            flash = "gunfire";
            flashsize = 0.1;
            maxrange = 500;
            maxrangeprobab = 0.2;
            midrange = 250;
            midrangeprobab = 0.7;
            minrange = 2;
            minrangeprobab = 0.3;
            multiplier = 1;
            recoil = "recoil_single_trg";
            recoilprone = "recoil_single_prone_trg";
            reloadtime = 0.065;
            requiredoptictype = -1;
            showtoplayer = 1;
            sound[] = {"", 10, 1};
            soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
            soundbeginwater[] = {"sound", 1};
            soundburst = 0;
            soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
            soundcontinuous = 0;
            soundend[] = {};
            soundloop[] = {};
            texturetype = "semi";
            useaction = 0;
            useactiontitle = "";
            weaponsoundeffect = "DefaultRifle";
            };
        
    };
    class WEAPON : og_rifle_krag_base {
        scope = 2;
    };
};

class CfgMagazines {
    /*external*/ class 30Rnd_556x45_Stanag;
    class tb_30Rnd_556x45_B_Stanag : 30Rnd_556x45_Stanag {
        ammo = "TB_556x45_Ball";
        count = 30;
        descriptionshort = "Caliber: 45 ACP UMP Mag<br />Rounds: 30<br />Used in: HK UMP-45";
        displayname = "45 ACP 30rnd UMP Mag (Ball)";
        initspeed = 930;
        lastroundstracer = 0;
        picture = "\tb_arifle_hkump_folded\UI\gear_hkump_mag_ca";
        model = "tb_arifle_hkump_folded\hkump_mag";
        scope = 2;
        tracersevery = 0;
    };
    class tb_30Rnd_556x45_T_Stanag : tb_30Rnd_556x45_B_Stanag {
        ammo = "TB_556x45_Tracer";
        descriptionshort = "Caliber: 45 ACP UMP Mag<br />Rounds: 30<br />Used in: HK UMP-45";
        displayname = "45 ACP 30rnd UMP Mag (Tracer)";
        lastroundstracer = 0;
        scope = 2;
        tracersevery = 1;
    };
};
class CfgAmmo {
    /*external*/ class B_556x45_Ball;
    class TB_556x45_Ball : B_556x45_Ball {
        airfriction = -0.001425;
        caliber = 0.5;
        cost = 1;
        deflecting = 20;
        hit = 8;
        indirecthit = 0;
        indirecthitrange = 0;
        model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
        nvgonly = 1;
        tracerendtime = 1;
        tracerscale = 1;
        tracerstarttime = 0.05;
    };
    class TB_556x45_Tracer : TB_556x45_Ball {
        airfriction = -0.001425;
        caliber = 0.4;
        model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
        nvgonly = 0;
        tracerendtime = 1.4;
        tracerscale = 1;
        tracerstarttime = 0.06;
    };
};        

 

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Incompatible animations are normally the reason for the freaky arms, did you create the animation in blender? krag.rtm ?

Also your folder structure for assigning textures looks like it needs some work too, you should place all textures in a sub folder, it seems you have yours in the root folder according to the error shown.

You have an anim folder, why not create a data/tex folder, it helps keep everything neat and tidy.

You also have a magazine in the cfg patches, but no such magazine exists in your config.cpp.

you have the class down twice as well in the weapons config.

There's no model within the config.cpp.

It would be better to start from the ground up on the config.cpp, do you have the model.cfg as that's where the actions for working the bolt should be.

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9 hours ago, road runner said:

Incompatible animations are normally the reason for the freaky arms, did you create the animation in blender? krag.rtm ?

Also your folder structure for assigning textures looks like it needs some work too, you should place all textures in a sub folder, it seems you have yours in the root folder according to the error shown.

You have an anim folder, why not create a data/tex folder, it helps keep everything neat and tidy.

You also have a magazine in the cfg patches, but no such magazine exists in your config.cpp.

you have the class down twice as well in the weapons config.

There's no model within the config.cpp.

It would be better to start from the ground up on the config.cpp, do you have the model.cfg as that's where the actions for working the bolt should be.

I used the template from "Zach Gibson's weapon tutorial" but its kind of outdated and not very good at explaining everything. He provided the rtm with instructions to set it up to my weapon.

 

I'll adjust the folder structure, and the said issues with config, just a little confused on what you mean by there's no model within the config? are you saying I haven't specified where the model is? 

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correct, all you've done is defined the base model, it's not even inheriting any other class. Have a look at the one I've used that has different variations.

you also need a model.fg to actually get the weapon to show in game and for all the animations to work.

Spoiler

class cfgMods
{
    class DEVGRU
    {
        action = "";
        author = "Road Runner";
        dir = "DEVGRU";
        hideName = 1;
        hidePicture = 0;
        logo = "\DEVGRU_416\devgru.paa";
        name = "DEVGRU";
        picture = "\DEVGRU_416\devgru.paa";
    };
};


class CfgPatches
{
    class HK416
    {    ammo[] = {};
        units[] = {};
        weapons[] = {"HK416"};
        vehicles[] = {};
        requiredVersion = 1.1;
        requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Acc","A3_Weapons_F_beta"};
        author = "Road Runner";
    };
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class MuzzleSlot;
class SlotInfo;
class CowsSlot;
class PointerSlot;
class asdg_SlotInfo;
class asdg_MuzzleSlot;
class asdg_MuzzleSlot_556: asdg_MuzzleSlot
{
    displayName = "$str_a3_cfgweapons_abr_base_f_weaponslotsinfo_muzzleslot0";
    linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
    class compatibleItems
    {
             416_rotex_blk = 1;
            416_rotex_tan = 1;
             416_sup_blk = 1;
            416_sup_tan = 1;    
            qdc_556_blk = 1;
            qdc_556_tan = 1;            
            gemtech_halo_blk = 1;
            gemtech_halo_tan = 1;
            SMA_supp2smaT_556 =1;
            SMA_supp1tan_556 = 1;
    };
};
class asdg_FrontSideRail;
class asdg_UnderSlot;
class asdg_OpticRail;
class asdg_OpticRail1913;
class asdg_OpticRail1913_short;

class CfgWeapons
{
    class Rifle;
    class UGL_F;
    class WeaponSlotsInfo;
    class Rifle_Base_F: Rifle
    {
        class WeaponSlotsInfo;
    };
    class ItemCore;
    class ItemInfo;
    class InventoryItem_Base_F;
    class InventoryMuzzleItem_Base_F;
    class InventoryOpticsItem_Base_F;
    class InventoryFlashLightItem_Base_F;
    class Zasleh2;
    class arifle_TRG20_F;

    class HK416_base: Rifle_Base_F
    {
        scope = 0;
        dlc = "DEVGRU";
        magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"};
        reloadAction = "GestureReloadSMG_02";
        maxrecoilsway = 0.003;
        swaydecayspeed = 0;
        canShootInWater = 1;  ///This allows your weapon to shoot underwater        
        handAnim[] = {"OFP2_ManSkeleton","\DEVGRU_416\anim\RH_m4sbr.rtm"};
        descriptionShort = "DEVGRU 416";

        class WeaponSlotsInfo: WeaponSlotsInfo
        {
        mass = 85;
        class MuzzleSlot: asdg_MuzzleSlot_556{};
        class PointerSlot: asdg_FrontSideRail{};
        class CowsSlot: asdg_OpticRail1913_short{};
        class UnderBarrelSlot: asdg_UnderSlot {};
        };
        opticsZoomMin = 0.375;
        opticsZoomMax = 1.1;
        opticsZoomInit = 0.75;
        distanceZoomMin = 300;
        distanceZoomMax = 300;
        modes[] = {"Single","FullAuto","single_medium_optics1","single_far_optics2","fullauto_medium"};


            class Single: Mode_SemiAuto
        {
            sounds[] = {"StandardSound","SilencedSound"};
            class BaseSoundModeType
            {
                weaponSoundEffect = "DefaultRifle";
                closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2",0.56,1,10};
                closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3",0.56,1,10};
                soundClosure[] = {"closure1",0.5,"closure2",0.5};
            };
            class StandardSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\hk416_s1.wss",1,1,1200};
                begin2[] = {"DEVGRU_416\sound\hk416_s2.wss",1,1,1200};
                begin3[] = {"DEVGRU_416\sound\hk416_s3.wss",1,1,1200};
                soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25};
            };
            class SilencedSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\m4sd_s1",1,1,240};
                begin2[] = {"DEVGRU_416\sound\m4sd_s2",1,1,240};
                begin3[] = {"DEVGRU_416\sound\m4sd_s3",1,1,240};
                soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
            };
            reloadTime = 0.075;
            recoil = "recoil_auto_mx";
            recoilProne = "recoil_auto_prone_mx";
            dispersion = 0.00225;
            minRange = 2;
            minRangeProbab = 0.5;
            midRange = 225;
            midRangeProbab = 0.7;
            maxRange = 500;
            maxRangeProbab = 0.2;
        };
        class Burst: Mode_Burst
        {
            sounds[] = {"StandardSound","SilencedSound"};
            class BaseSoundModeType
            {
                weaponSoundEffect = "DefaultRifle";
                closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2",0.56,1,10};
                closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3",0.56,1,10};
                soundClosure[] = {"closure1",0.5,"closure2",0.5};
            };
            class StandardSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\hk416_s1.wss",1,1,1200};
                begin2[] = {"DEVGRU_416\sound\hk416_s2.wss",1,1,1200};
                begin3[] = {"DEVGRU_416\sound\hk416_s3.wss",1,1,1200};
                soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25};
            };
            class SilencedSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\m4sd_s1",1,1,240};
                begin2[] = {"DEVGRU_416\sound\m4sd_s2",1,1,240};
                begin3[] = {"DEVGRU_416\sound\m4sd_s3",1,1,240};
                soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
            };
            reloadtime = 0.075;
            recoil = "recoil_single_ebr";
            recoilProne = "recoil_single_prone_ebr";
            dispersion = 0.00225;
            aiRateOfFire = 1;
            aiRateOfFireDistance = 200;
            minRange = 0;
            minRangeProbab = 0.8;
            midRange = 60;
            midRangeProbab = 0.7;
            maxRange = 120;
            maxRangeProbab = 0.05;
        };
        class FullAuto: Mode_FullAuto
        {
            sounds[] = {"StandardSound","SilencedSound"};
            class BaseSoundModeType
            {
                weaponSoundEffect = "DefaultRifle";
                closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2",0.56,1,10};
                closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3",0.56,1,10};
                soundClosure[] = {"closure1",0.5,"closure2",0.5};
            };
            class StandardSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\hk416_s1.wss",1,1,1200};
                begin2[] = {"DEVGRU_416\sound\hk416_s2.wss",1,1,1200};
                begin3[] = {"DEVGRU_416\sound\hk416_s3.wss",1,1,1200};
                soundBegin[] = {"begin1",0.25,"begin2",0.25,"begin3",0.25};
            };
            class SilencedSound: BaseSoundModeType
            {
                begin1[] = {"DEVGRU_416\sound\m4sd_s1",1,1,240};
                begin2[] = {"DEVGRU_416\sound\m4sd_s2",1,1,240};
                begin3[] = {"DEVGRU_416\sound\m4sd_s3",1,1,240};
                soundBegin[] = {"begin1",0.333,"begin2",0.333,"begin3",0.333};
            };
            reloadTime = 0.075;
            recoil = "recoil_single_ebr";
            recoilProne = "recoil_single_prone_ebr";
            dispersion = 0.00225;
            minRange = 0;
            minRangeProbab = 0.9;
            midRange = 15;
            midRangeProbab = 0.7;
            maxRange = 30;
            maxRangeProbab = 0.1;
            aiRateOfFire = 1e-006;
        };
        class single_medium_optics1: Single
        {
            requiredOpticType = 1;
            showToPlayer = 0;
            minRange = 2;
            minRangeProbab = 0.2;
            midRange = 550;
            midRangeProbab = 0.7;
            maxRange = 700;
            maxRangeProbab = 0.1;
            aiRateOfFire = 6;
            aiRateOfFireDistance = 600;
        };
        class single_far_optics2: single_medium_optics1
        {
            requiredOpticType = 2;
        };
        class fullauto_medium: FullAuto
        {
            showToPlayer = 0;
            burst = 3;
            minRange = 2;
            minRangeProbab = 0.5;
            midRange = 75;
            midRangeProbab = 0.7;
            maxRange = 150;
            maxRangeProbab = 0.05;
            aiRateOfFire = 2;
        };
        class M4Block2_M203_F: UGL_F
        {
            displayName = "$STR_A3_cfgweapons_3gl0";
            descriptionShort = "$STR_A3_cfgweapons_3gl1";
            useModelOptics = 0;
            useExternalOptic = 0;
            magazines[] = {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"};
            cameraDir = "OP_look";
            discreteDistance[] = {100,200,300,400};
            discreteDistanceCameraPoint[] = {"OP_eye","OP_eye2","OP_eye3","OP_eye4"};
            discreteDistanceInitIndex = 1;
        };
        aiDispersionCoefY = 10;
        aiDispersionCoefX = 8;
        drySound[] = {"A3\sounds_f\weapons\Other\dry_1",0.562341,1,10};
        reloadMagazineSound[] = {"A3\sounds_f\weapons\reloads\new_MX",0.398107,1,30};
    };
        class HK416: HK416_base
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416.p3d";
        dexterity = 1.62;
        canShootInWater = 1;  ///This allows your weapon to shoot underwater        
        displayName = "DEVGRU HK416 PLAIN";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_co.paa","\DEVGRU_416\data\mvg_blk_co.paa","\DEVGRU_416\data\CTR_blk_co.paa"};
        class Library
        {
            libTextDesc = "HK416";
        };
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            mass = 36;
        };
        class ItemInfo
        {
            priority = 1;
            RMBhint = "DEVGRU 416";
            onHoverText = "DEVGRU 416";
        };
    };
        class HK416_D: HK416
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 DESERT";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_des_co.paa","\DEVGRU_416\data\mvg_co.paa","\DEVGRU_416\data\ctr_tan_co.paa"};
    };
        class HK416_W: HK416
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 (WOODLAND)";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_green_co.paa","\DEVGRU_416\data\mvg_blk_co.paa","\DEVGRU_416\data\CTR_mandrake_co.paa"};
    };
        class HK416_D2: HK416
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 DESERT 2";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_fde_co.paa","\DEVGRU_416\data\mvg_co.paa","\DEVGRU_416\data\ctr_fde_co.paa"};
    };
        class HK416VFG: HK416_base
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_2.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 VFG PLAIN";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_co.paa","\DEVGRU_416\data\Foregrip_blk_co.paa","\DEVGRU_416\data\CTR_blk_co.paa"};
        class Library
        {
            libTextDesc = "HK416";
        };
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            mass = 36;
        };
        class ItemInfo
        {
            priority = 1;
            RMBhint = "DEVGRU 416";
            onHoverText = "DEVGRU 416";
        };
    };
        class HK416VFG_D: HK416VFG
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_2.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 VFG DESERT";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_des_co.paa","\DEVGRU_416\data\Foregrip_tan_co.paa","\DEVGRU_416\data\ctr_tan_co.paa"};
    };
        class HK416VFG_W: HK416VFG
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_2.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 VFG (WOODLAND)";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_green_co.paa","\DEVGRU_416\data\Foregrip_blk_co.paa","\DEVGRU_416\data\CTR_mandrake_co.paa"};
    };
        class HK416VFG_D2: HK416VFG
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_2.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 VFG DESERT 2";
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2","camo3"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_fde_co.paa","\DEVGRU_416\data\Foregrip_tan_co.paa","\DEVGRU_416\data\ctr_fde_co.paa"};
    };
        class HK416CRS: HK416
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_3.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 CRANE PLAIN";
        handAnim[] = {"OFP2_ManSkeleton","\DEVGRU_416\anim\RH_m4sbr.rtm"};
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_co.paa","\DEVGRU_416\data\foregrip_blk_co.paa"};
    };
        class HK416CRS_D2: HK416CRS
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_3.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 CRANE (MIXED)";
        handAnim[] = {"OFP2_ManSkeleton","\DEVGRU_416\anim\RH_m4sbr.rtm"};
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_fde_co.paa","\DEVGRU_416\data\foregrip_tan_co.paa"};
    };

        class HK416CRS_D: HK416CRS
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_3.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 CRANE DESERT";
        handAnim[] = {"OFP2_ManSkeleton","\DEVGRU_416\anim\RH_m4sbr.rtm"};
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_des_co.paa","\DEVGRU_416\data\foregrip_tan_co.paa"};
    };
        class HK416CRS_W: HK416CRS
    {
        scope = 2;
        author = "Road Runner";
        dlc = "DEVGRU";
        model = "\DEVGRU_416\HK416_3.p3d";
        dexterity = 1.62;
        displayName = "DEVGRU HK416 CRANE WOODLAND";
        handAnim[] = {"OFP2_ManSkeleton","\DEVGRU_416\anim\RH_m4sbr.rtm"};
        picture = "\DEVGRU_416\inv\hk416s_x_ca.paa";
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        hiddenSelections[] = {"camo","camo2"};
        hiddenSelectionsTextures[] = {"\DEVGRU_416\data\hk416_W_co.paa","\DEVGRU_416\data\foregrip_blk_co.paa"};

    };
};

 

 

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So here's my new config, I don't get the texture loading crash to desktop anymore. but the texture won't load in the editor anymore. and I still have an animation issue.

I do have a model config as well.

 

Spoiler

class CfgPatches
{
 class og_rifle_krag
 {
    requiredaddons[] = {};
    requiredversion = 0.1;
    units[] = {};
    weapons[] = {"og_rifle_krag"};
    magazines[] = {"og_krag_3040"};
 };
};
/*external*/ class Mode_SemiAuto;


class CfgWeapons {
    class og_rifle_krag_base {
        access = 3;
        afmax = 0;
        aidispersioncoefx = 4;
        aidispersioncoefy = 5;
        airateoffire = 0.5;
        airateoffiredistance = 500;
        ammo = "";
        autofire = 1;
        autoreload = 0;
        backgroundreload = 0;
        ballisticscomputer = 0;
        bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15};
        bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15};
        bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15};
        bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15};
        bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15};
        bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15};
        bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15};
        bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15};
        bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15};
        bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15};
        bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15};
        bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15};
        candrop = 1;
        canlock = 0;
        canshootinwater = 0;
        cartridgepos = "nabojnicestart";
        cartridgevel = "nabojniceend";
        count = 0;
        cursor = "arifle";
        cursoraim = "CursorAim";
        cursoraimon = "";
        cursorsize = 1;
        cmimmunity = 1;
        descriptionshort = "Springfield Krag M1898 <br />Caliber: ";
        detectrange = 0;
        dexterity = 1.64;
        discretedistance[] = {100, 300, 400, 600, 800};
        discretedistanceinitindex = 1;
        dispersion = 0.0001;
        displayname = "Springfield Krag M1898";
        disposableweapon = 0;
        distancezoommax = 300;
        distancezoommin = 300;
        drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1};
        emptysound[] = {"", 1, 1};
        enableattack = 1;
        ffcount = 3;
        fffrequency = 11;
        ffmagnitude = 0.5;
        fireanims[] = {};
        firelightduration = 0.05;
        firelightintensity = 0.012;
        firespreadangle = "3.0f";
        flash = "gunfire";
        flashsize = 0.5;
        forceoptics = 0;
        handanim[] = {"OFP2_ManSkeleton","\Krag\anim\Krag.rtm"};
        hiddenselections[] = {"Krag"};
        hiddenselectionstextures[] = {"\Krag\data\tex\Krag_01_co.paa"};
        hiddenunderwaterselections[] = {};
        hiddenunderwaterselectionstextures[] = {};
        htmax = 600;
        htmin = 1;
        initspeed = 0;
        irdistance = 0;
        irdotintensity = 0.001;
        irlaserend = "laser dir";
        irlaserpos = "laser pos";
        laser = 0;
        lockacquire = 1;
        lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6};
        lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2};
        magazinereloadtime = 1.5;
        magazines[] = {"og_krag_3040"};
        maxleadspeed = 23;
        maxrange = 500;
        maxrangeprobab = 0.04;
        maxrecoilsway = 0.008;
        memorypointcamera = "eye";
        mfact = 1;
        mfmax = 0;
        midrange = 150;
        midrangeprobab = 0.58;
        minrange = 1;
        minrangeprobab = 0.3;
        model = "Krag\Krag.p3d";
        modelmagazine = "";
        modeloptics = "-";
        modelspecial = "";
        modes[] = {"Single"};
        multiplier = 1;
        muzzleend = "konec hlavne";
        muzzlepos = "usti hlavne";
        muzzles[] = {"this"};
        namesound = "rifle";
        optics = 0;
        opticsdisableperipherialvision = 0.67;
        opticsflare = 0;
        opticsid = 0;
        opticsppeffects[] = {};
        opticszoominit = 0.75;
        opticszoommax = 1.1;
        opticszoommin = 0.375;
        picture = "\Krag\data\UI\gear_og_rifle_krag_x_ca.paa";
        primary = 10;
        reloadaction = "GestureReloadEBR";
        recoil = "recoil_m320";
        recoilprone = "recoil_m320"
        reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30};
        reloadsound[] = {"", 1, 1};
        reloadtime =1.5;
        scope = 2;
        selectionfireanim = "zasleh";
        showaimcursorinternal = 1;
        showempty = 1;
        shownunderwaterselections[] = {};
        showswitchaction = 0;
        showtoplayer = 1;
        simulation = "Weapon";
        sound[] = {};
        soundbegin[] = {"sound", 1};
        soundbeginwater[] = {"sound", 1};
        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};
        soundburst = 1;
        soundclosure[] = {"sound", 1};
        soundcontinuous = 0;
        soundend[] = {"sound", 1};
        soundloop[] = {"sound", 1};
        swaydecayspeed = 2;
        tbody = 100;
        texturetype = "default";
        type = 1;
        uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
        useaction = 0;
        useactiontitle = "";
        useasbinocular = 0;
        usemodeloptics = 1;
        value = 4;
        weaponinfotype = "RscWeaponZeroing";
        weaponlockdelay = 0;
        weaponlocksystem = 0;
        weaponpoolavailable = 1;
        weaponsoundeffect = "";
        weight = 0;
        class Library {
            libtextdesc = "The first powderless rifle used by American armed forces. ";
        };
        class GunClouds {
            access = 0;
            cloudletaccy = 0;
            cloudletalpha = 0.3;
            cloudletanimperiod = 1;
            cloudletcolor[] = {1, 1, 1, 0};
            cloudletduration = 0.05;
            cloudletfadein = 0;
            cloudletfadeout = 0.1;
            cloudletgrowup = 0.05;
            cloudletmaxyspeed = 100;
            cloudletminyspeed = -100;
            cloudletshape = "cloudletClouds";
            cloudletsize = 1;
            deltat = 0;
            initt = 0;
            interval = -0.02;
            size = 0.3;
            sourcesize = 0.02;
            timetolive = 0;
            class Table {
                class T0 {
                    color[] = {1, 1, 1, 0};
                    maxt = 0;
                };
            };
        };
        class WeaponSlotsInfo {
            allowedslots[] = {901};
            mass = 4;
            class MuzzleSlot {};
            class CowsSlot {};
            class PointerSlot {};
        };    
        class GunParticles {
            class FirstEffect {
                directionname = "Konec hlavne";
                effectname = "RifleAssaultCloud";
                positionname = "Usti hlavne";
            };
        };
        class Single: Mode_SemiAuto {
            aidispersioncoefx = 1.4;
            aidispersioncoefy = 1.7;
            airateoffire = 2;
            airateoffiredistance = 500;
            artillerycharge = 1;
            artillerydispersion = 1;
            autofire = 0;
            begin1[] = {"A3\sounds_f\weapons\Trg20\trg_single_1.wav", 2.51189, 1, 1200};
            begin2[] = {"A3\sounds_f\weapons\Trg20\trg_single_2.wav", 2.51189, 1, 1200};
            begin3[] = {"A3\sounds_f\weapons\Trg20\trg_single_3.wav", 2.51189, 1, 1200};
            burst = 1;
            canshootinwater = 0;
            closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_2.wav", 3.16228, 1, 500};
            closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_3.wav", 3.16228, 1, 500};
            dispersion = 0.00093;
            displayname = "Semi";
            ffcount = 1;
            fffrequency = 11;
            ffmagnitude = 0.5;
            flash = "gunfire";
            flashsize = 0.1;
            maxrange = 500;
            maxrangeprobab = 0.2;
            midrange = 250;
            midrangeprobab = 0.7;
            minrange = 2;
            minrangeprobab = 0.3;
            multiplier = 1;
            recoil = "recoil_single_trg";
            recoilprone = "recoil_single_prone_trg";
            reloadtime = 0.065;
            requiredoptictype = -1;
            showtoplayer = 1;
            sound[] = {"", 10, 1};
            soundbegin[] = {"begin1", 0.333, "begin2", 0.333, "begin3", 0.333};
            soundbeginwater[] = {"sound", 1};
            soundburst = 0;
            soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
            soundcontinuous = 0;
            soundend[] = {};
            soundloop[] = {};
            texturetype = "semi";
            useaction = 0;
            useactiontitle = "";
            weaponsoundeffect = "DefaultRifle";
            };
        };
};

class CfgMagazines {
    /*external*/ class og_krag_3040;
    class og_krag_magazine : og_krag_3040 {
        ammo = "B_308_Ball";
        count = 5;
        descriptionshort = "Caliber: 30-40 Krag<br />Rounds: 5<br />Used in: Springfield M1898";
        displayname = "30-40 Krag Mag (Ball)";
        initspeed = 950;
        lastroundstracer = 0;
        picture = "";
        scope = 2;
        tracersevery = 0;
    
    };
};
class CfgAmmo {
    /*external*/ class B_308_Ball;
    class og_krag_Ball : B_308_Ball {
        hit = 22;
        indirecthit = 0;
        indirecthitrange = 0;
        model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
        nvgonly = 1;
        tracerendtime = 1;
        tracerscale = 1;
        tracerstarttime = 0.05;
    };
    
};        

s8kbxEbjY.jpg

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 hiddenselectionstextures[] = {"\Krag\data\tex\Krag_01_co.paa"};

dont have both folders

 

set up your folder like this
 

Krag (main folder)

data (where the rvmats go)

tex (where the textures go)

ui (where the UI's go_

anim (where the animations go)

1.Where did you make the animation ?
2.How are you defining the hidden selection on the model?
3.Is this section defined in the model?
4.What class are you inheriting to make the model work?
5.You still need to have a model in your config for the 2nd rifle the actual rifle you will use to work, as all you have there is a base config, the rifle needs to inherit this base, which is still missing from the config.cpp as in number 4
 

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49 minutes ago, road runner said:

 hiddenselectionstextures[] = {"\Krag\data\tex\Krag_01_co.paa"};

dont have both folders

 

set up your folder like this
 

Krag (main folder)

data (where the rvmats go)

tex (where the textures go)

ui (where the UI's go_

anim (where the animations go)

1.Where did you make the animation ?
2.How are you defining the hidden selection on the model?
3.Is this section defined in the model?
4.What class are you inheriting to make the model work?
5.You still need to have a model in your config for the 2nd rifle the actual rifle you will use to work, as all you have there is a base config, the rifle needs to inherit this base, which is still missing from the config.cpp as in number 4
 

Okay noted, I've restructured the folder configuration. Also i made the rtm in Object builder from Arma tools. The hidden selection is named as Krag in object builder. is the hidden selection actually necessary? I only have one gun and theres no variations its very basic.

 

I'm sure your questions 4, and 5 are where I'm messing up because I'm not quite sure how to answer those. Could you explain just briefly what you mean by inheriting a class and base for the rifle?

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Hmmmm I don't think you can make decent animations in O2, most people use blender.

You don't need a hidden selection for a single weapon, but you do need a class to inherit from which is what you don't have.

you should try some of Rob Hammers animations, pretty sure he has an M14 one, which is ideal for bolt action rifles.

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I re did the hand anim and it is looking right now except the gun is still in the air, as well it still saying cannot load texture.

s9QOGhiJu.jpg

 

and can you give me an example of how my config should look with just the weapon and class part you are talking about?

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class CfgWeapons
{
    class Rifle;
    class UGL_F;
    class WeaponSlotsInfo;
    class Rifle_Base_F: Rifle
    {
        class WeaponSlotsInfo;
        class GunParticles;
    };
    class ItemCore;
    class ItemInfo;
    class InventoryItem_Base_F;
    class InventoryMuzzleItem_Base_F;
    class InventoryOpticsItem_Base_F;
    class InventoryFlashLightItem_Base_F;
    class Zasleh2;
    class og_rifle_krag : Rifle_Base_F

 

 

This will allow your rifle to inherit from Rifle_Base_F

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do you mean like this?

 

 

class CfgWeapons {
    

         class Rifle_Long_Base_F {};
         class og_rifle_krag_base: Rifle_Long_Base_F {

 

 

Also is the inheritance why the rifle is why up in the sky?

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zach's tut explains in detail, each step very well. 

 

weapon p3d- is it centered with correct properties?

 

pbo packing tools- are you using BI add on maker? 

 

is your model.cfg for actual anim in your anim folder?

 

does it only happen when you binarize the .rtm?

 

if u followed his tut to the letter, then check the above criteria 

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1 hour ago, warlord554 said:

zach's tut explains in detail, each step very well. 

 

weapon p3d- is it centered with correct properties?

 

pbo packing tools- are you using BI add on maker? 

 

is your model.cfg for actual anim in your anim folder?

 

does it only happen when you binarize the .rtm?

 

if u followed his tut to the letter, then check the above criteria 

Yeah I've got the same model.cfg he said to have with the .rtm I've not tried without binarizing.

 

Ive gotten the arms right now its just the gun in the sky

 

Also, I'm using everything from ArmA tools from steam.

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dont confuse the config.cpp which has the rtm's with the model.cfg that has the skeletons and inheriting bones selections in it.

Zach's tutorial is still very much in date, it was the basis of all my stuff prior to Jackal writing one for me.

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8 hours ago, dxfan01 said:

Ive gotten the arms right now its just the gun in the sky

 

By the looks of it you haven't imported the model facing the correct direction or with the correct vertical offset.

 

All weapon models in Arma 3 have the muzzle pointing in the -X direction (so you should be looking at the left side of the rifle in Object Builder's "Front" viewport)

Vertical position is usually such that the middle of the trigger is roughly on the Y=0 plane but you can adjust it higher and lower depending on how the weapon should be shouldered.

Likewise moving the rifle along the X-axis to get the stock bedded in the shoulder correctly

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2 hours ago, da12thMonkey said:

 

By the looks of it you haven't imported the model facing the correct direction or with the correct vertical offset.

 

All weapon models in Arma 3 have the muzzle pointing in the -X direction (so you should be looking at the left side of the rifle in Object Builder's "Front" viewport)

Vertical position is usually such that the middle of the trigger is roughly on the Y=0 plane but you can adjust it higher and lower depending on how the weapon should be shouldered.

Likewise moving the rifle along the X-axis to get the stock bedded in the shoulder correctly

Yes you are correct. I figured this out last night importing a gun from another file and fixing my gun to that position . This quickly fixed the funky positioning. But I've somehow now messed the hand animation up again though and they're going all crazy. I think I'm pretty close to getting it figured out. Just some more messing with it when I get home from work. And I'm sorry, you guys are right it turns out Zach's tutorial is not lacking yet I was misunderstanding some steps. Just new to this whole thing 

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Percy Verence isn't just a 1970's porn star :smileee:

 

Good stuff. keep at it.

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Ive tried multiple things, including just using the tutorial files that came with it and not changing anything. all result in the same messed up arms. I do get this error tho while in the loadout manager

is it related to my problem?

sVjj7Cj9j.jpg

I think I'm very close to having it all figured out just need to get over this hump

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