ardvarkdb 104 Posted April 16, 2017 This is probably something easy to do, but configs are my arch nemesis. I'm trying to take a new model of an HK416 with Gieselle Rail (the one made by Toadie and Road Runner) and give it the sounds and other values of the RHS HK416 (recoil, etc.). I tried making rhsusf_c_weapons a required addon, and then referenced the base classes from the RHS config, but it wouldn't show up ingame. Is there a way to create a simple weapon config that will inherit all of the properties from the RHS HK416 but allow me to use a different model, texture, and hand animation? Any help is appreciated. Share this post Link to post Share on other sites
reyhard 2082 Posted April 16, 2017 I assume it's not visible only Virtual Arsenal & weapon can be manually added through addWeapon? If so, it's most likely baseWeapon parameter missing 1 Share this post Link to post Share on other sites
ardvarkdb 104 Posted April 16, 2017 Never thought about trying to load it manually. It does load that way (although the aiming down sights is messed up. I assume I just have to adjust the naming of my memory lod points to match whatever the RHS hk's use). So how do I add the baseweapon parameter? Here is my code: class CfgWeapons { class Rifle; // External class reference class UGL_F; // External class reference class rhs_weap_m4_Base; class rhs_weap_m4a1; class rhs_weap_hk416d10; class ST11_HK416 : rhs_weap_hk416d10 { scope = public; author = "Road Runner"; dlc = CAG; model = "\ST11_HK416\ST11_HK416.p3d"; displayName = "CAG HK416 PLAIN"; picture = "\ST11_HK416\inv\hk416s_x_ca.paa"; UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; hiddenSelections[] = {"camo", "camo1"}; hiddenSelectionsTextures[] = {"\ST11_HK416\tx\hk416_co.paa", "\ST11_HK416\tx\smr_bk_co.paa"}; handAnim[] = {"OFP2_ManSkeleton", "ST11_HK416\Data\Anim\HK416vfg.rtm"}; class Library { libTextDesc = "HK416 Geiselle Rail"; }; class ItemInfo { priority = 1; RMBhint = "CAG 416"; onHoverText = "CAG 416"; }; }; }; Thanks for the help! Share this post Link to post Share on other sites
reyhard 2082 Posted April 16, 2017 class ST11_HK416 : rhs_weap_hk416d10 { scope = public; baseWeapon = "ST11_HK416"; something like this should do the trick 1 Share this post Link to post Share on other sites
ardvarkdb 104 Posted April 16, 2017 Fantastic, that did the trick! Thank you for the quick help! Much appreciated! Share this post Link to post Share on other sites