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AveryTheKitty

Weapon isn't showing up in Arsenal

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Hello.

 

I'm having an issue where my weapon isn't showing up in arsenal. I've tried using baseWeapon and scopeArsenal to no avail.

 

Config:

#include "basicDefines_A3.hpp"
class CfgPatches
{
	class A3_Weapons_F_Aegis_Launchers_XM25
	{
		addonRootClass = A3_Weapons_F_Aegis;
		requiredAddons[] = {A3_Weapons_F_Aegis};
		requiredVersion = 0.1;
		units[] = {Weapon_GL_XM25_F};
		weapons[] = {GL_XM25_F};
	};
};
class SlotInfo;
class Mode_SemiAuto;
class CfgWeapons
{
	class Rifle;
	class Rifle_Base_F: Rifle
	{
		class WeaponSlotsInfo;
	};
	class GL_XM25_F: Rifle_Base_F
	{
		author = $STR_A3_Night515;
		_generalMacro = GL_XM25_F;
		baseWeapon = GL_XM25_F;
		scope = public;
		scopeArsenal = public;
		displayName = "Punisher 25 mm";
		model = "\A3\Weapons_F_Aegis\Launchers\XM25\XM25_F.p3d";
		picture = "\A3\Weapons_F_Aegis\Launchers\XM25\Data\UI\gear_XM25_CA.paa";
		UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa";
		weaponInfoType = RscOptics_punisher;
		modelOptics = "\A3\Weapons_F\Acc\reticle_cdtes";
		magazines[] = {5Rnd_HE_Grenade_mag};
		cursor = gl;
		handAnim[] =
		{
			OFP2_ManSkeleton,
			"\A3\Weapons_F_Aegis\Launchers\XM25\Data\Anim\XM25.rtm"
		};
		reloadAction = GestureReloadKatiba;
		recoil = recoil_default;
		maxZeroing = 1000;
		shotPos = "Usti hlavne";
		shotEnd = "Konec hlavne";
		modes[] = {Single};
		class Single: Mode_SemiAuto
		{
			reloadTime = 0.25;
			dispersion = 0.00116;
			recoil = M240Recoil;
			recoilProne = M240Recoil;
			minRange = 50;
			minRangeProbab = 0.1;
			midRange = 500;
			midRangeProbab = 0.7;
			maxRange = 1000;
			maxRangeProbab = 0.05;
		};
		class Library
		{
			libTextDesc = $STR_A3_CfgWeapons_launch_XM25_Library0;
		};
		initSpeed = 210;
		descriptionShort = $STR_A3_CfgWeapons_launch_XM251;
		inertia = 0.8;
		aimTransitionSpeed = 0.8;
		dexterity = 1.2;
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			class MuzzleSlot{};
			class CowsSlot{};
			class PointerSlot{};
			mass = 140;
		};
		class OpticsModes
		{
			class Scope
			{
				opticsID = 1;
				useModelOptics = true;
				opticsPPEffects[] =
				{
					OpticsCHAbera1,
					OpticsBlur1
				};
				opticsFlare = true;
				opticsZoomMin = 0.1875;
				opticsZoomMax = 0.0625;
				opticsZoomInit = 0.1875;
				distanceZoomMin = 100;
				distanceZoomMax = 100;
				memoryPointCamera = eye;
				cameraDir = look;
				visionMode[] =
				{
					Normal,
					NVG,
					Ti
				};
				thermalMode[] = {0,1};
				opticsDisablePeripherialVision = true;
				discretefov[] = {0.1875,0.0625};
				discreteInitIndex = 0;
			};
		};
		DLC = Aegis;
	};
};
class CfgVehicles
{
	class Weapon_Base_F;
	class Weapon_GL_XM25_F: Weapon_Base_F
	{
		scope = public;
		scopeCurator = public;
		displayName = "Punisher 25 mm";
		author = $STR_A3_Night515;
		editorCategory = EdCat_Weapons;
		editorSubcategory = EdSubcat_Launchers;
		vehicleClass = WeaponsPrimary;
		class TransportWeapons
		{
			class GL_XM25_F
			{
				weapon = GL_XM25_F;
				count = 1;
			};
		};
		class TransportMagazines
		{
			class 5Rnd_HE_Grenade_mag
			{
				magazine = 5Rnd_HE_Grenade_mag;
				count = 1;
			};
		};
	};
};

Please let me know what's wrong here, I've got no idea why this isn't working.

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16 hours ago, road runner said:

What's your model.cfg look like??

 

Sorry for the delay, here it is:

class CfgSkeletons
{
	class Rifle_base_F;
	class XM25_skeleton: Rifle_base_F
	{
		skeletonInherit = Rifle_base_F;
		isDiscrete = true;
		skeletonBones[] =
		{
			zasleh,"",

			bolt,"",
			magazine,"",
			safety,""
		};
	};
};
class CfgModels
{
	class Default;
	class Rifle_base_F;
	class XM25_F: Rifle_base_F
	{
		skeletonName = XM25_skeleton;
		sections[] = {zasleh};
		class Animations
		{
			class magazine_reloadMag_hide
			{
				type = hide;
				source = reloadMagazine;
				selection = magazine;
				minValue = 0;
				maxValue = 1;
				hideValue = 0.188;
				unhideValue = 0.55;
			};
			class magazine_hasMag_hide
			{
				type = hide;
				source = hasMagazine;
				selection = magazine;
				minValue = 0;
				maxValue = 1;
				hideValue = 0.5;
				unhideValue = -1;
			};
			class magazine_reloadMag_move_1
			{
				type = translation;
				source = reloadMagazine;
				selection = magazine;
				axis = magazine_axis;
				minValue = 0.145;
				maxValue = 0.170;
				offset0 = 0;
				offset1 = 0.25;
			};
			class magazine_reloadMag_move_2: magazine_reloadMag_move_1
			{
				minValue = 0.573;
				maxValue = 0.602;
				offset0 = 0;
				offset1 = -0.25;
			};
			class trigger_reload_rot
			{
				type = rotation;
				source = reload;
				selection = trigger;
				axis = trigger_axis;
				minValue = 0.5;
				maxValue = 1;
				angle0 = 0;
				angle1 = (rad 40);
			};
			class bolt_reload_move_1
			{
				type = translation;
				source = reload;
				sourceAddress = clamp;
				selection = bolt;
				axis = bolt_axis;
				minValue = 0;
				maxValue = 0.1;
				offset0 = 0;
				offset1 = 0.4;
			};
			class bolt_reload_move_2: bolt_reload_move_1
			{
				minValue = 0.5;
				maxValue = 1;
				offset0 = 0;
				offset1 = -0.4;
			};
			class bolt_empty_move: bolt_reload_move_1
			{
				source = isEmptyNoReload;
				minValue = 0;
				maxValue = 0.5;
				offset0 = 0;
				offset1 = 0.4;
			};
			class bolt_reloadMag_move_1: bolt_empty_move
			{
				source = reloadMagazine;
				minValue = 0;
				maxValue = 0.00001;
			};
			class bolt_reloadMag_move_2: bolt_reloadMag_move_1
			{
				source = reloadMagazine;
				minValue = 0.877;
				maxValue = 0.9;
				offset1 = -0.4;
			};
			class zaslehROT
			{
				type = rotationX;
				source = ammoRandom;
				sourceAddress = loop;
				selection = zasleh;
				axis = "";
				centerFirstVertex	= true;
				minValue = 0;
				maxValue = 4;
				angle0 = (rad 0);
				angle1 = (rad 360);
			};
			class safety_weaponMode_rot
			{
				type = rotation;
				source	= weaponMode;
				selection = safety;
				axis = safety_axis;
				memory = true;
				minValue = 0;
				maxValue = 0.25;
				angle0 = 0;
				angle1 = (rad -52);
			};
		};
	};
};

 

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Okay, by the looks of it you're missing the key element, and that's the p3d model itself, you have the class name the same as the model, which might be the cause of your missing model.

 

try this out.

 

class CfgSkeletons
{
	class Rifle_base_F;
	class XM25_F: Rifle_base_F
	{
		skeletonInherit = Rifle_base_F;
		isDiscrete = true;
		skeletonBones[] =
		{
			zasleh,"",

			bolt,"",
			magazine,"",
			safety,""
		};
	};
};
class CfgModels
{
	class Default;
	class Rifle_base_F;
	class XM25M: Rifle_base_F
	{
		skeletonName = XM25_F;
		sections[] = {zasleh};
		class Animations
		{
			class magazine_reloadMag_hide
			{
				type = hide;
				source = reloadMagazine;
				selection = magazine;
				minValue = 0;
				maxValue = 1;
				hideValue = 0.188;
				unhideValue = 0.55;
			};
			class magazine_hasMag_hide
			{
				type = hide;
				source = hasMagazine;
				selection = magazine;
				minValue = 0;
				maxValue = 1;
				hideValue = 0.5;
				unhideValue = -1;
			};
			class magazine_reloadMag_move_1
			{
				type = translation;
				source = reloadMagazine;
				selection = magazine;
				axis = magazine_axis;
				minValue = 0.145;
				maxValue = 0.170;
				offset0 = 0;
				offset1 = 0.25;
			};
			class magazine_reloadMag_move_2: magazine_reloadMag_move_1
			{
				minValue = 0.573;
				maxValue = 0.602;
				offset0 = 0;
				offset1 = -0.25;
			};
			class trigger_reload_rot
			{
				type = rotation;
				source = reload;
				selection = trigger;
				axis = trigger_axis;
				minValue = 0.5;
				maxValue = 1;
				angle0 = 0;
				angle1 = (rad 40);
			};
			class bolt_reload_move_1
			{
				type = translation;
				source = reload;
				sourceAddress = clamp;
				selection = bolt;
				axis = bolt_axis;
				minValue = 0;
				maxValue = 0.1;
				offset0 = 0;
				offset1 = 0.4;
			};
			class bolt_reload_move_2: bolt_reload_move_1
			{
				minValue = 0.5;
				maxValue = 1;
				offset0 = 0;
				offset1 = -0.4;
			};
			class bolt_empty_move: bolt_reload_move_1
			{
				source = isEmptyNoReload;
				minValue = 0;
				maxValue = 0.5;
				offset0 = 0;
				offset1 = 0.4;
			};
			class bolt_reloadMag_move_1: bolt_empty_move
			{
				source = reloadMagazine;
				minValue = 0;
				maxValue = 0.00001;
			};
			class bolt_reloadMag_move_2: bolt_reloadMag_move_1
			{
				source = reloadMagazine;
				minValue = 0.877;
				maxValue = 0.9;
				offset1 = -0.4;
			};
			class zaslehROT
			{
				type = rotationX;
				source = ammoRandom;
				sourceAddress = loop;
				selection = zasleh;
				axis = "";
				centerFirstVertex	= true;
				minValue = 0;
				maxValue = 4;
				angle0 = (rad 0);
				angle1 = (rad 360);
			};
			class safety_weaponMode_rot
			{
				type = rotation;
				source	= weaponMode;
				selection = safety;
				axis = safety_axis;
				memory = true;
				minValue = 0;
				maxValue = 0.25;
				angle0 = 0;
				angle1 = (rad -52);
			};
		};
	};
};


    class XM25_F: XM25M {};	
};

personally I'd change the name of the p3d of the model to XM25_1 to avoid conflicts with the class name

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39 minutes ago, road runner said:

Okay, by the looks of it you're missing the key element, and that's the p3d model itself, you have the class name the same as the model, which might be the cause of your missing model.

 

try this out.

 

personally I'd change the name of the p3d of the model to XM25_1 to avoid conflicts with the class name

No no no... The model itself shows and animates properly. The issue is that the weapon itself doesn't show up in the arsenal. As in you can't select it.

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Just now, Night515 said:

No no no... The model itself shows and animates properly. The issue is that the weapon itself doesn't show up in the arsenal. As in you can't select it.

It's maybe down to having the same class name as the model, try renaming the model to _1 instead of _F, I've had an issue like this before, class name conflict ion.

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1 hour ago, road runner said:

It's maybe down to having the same class name as the model, try renaming the model to _1 instead of _F, I've had an issue like this before, class name conflict ion.

Did so and it made no difference unfortunately.

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Just now, road runner said:

Does it show up in the game ??

Yes. I can use commands or place it in the editor through Eden but it just doesn't show up in arsenal.

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I've got a bit of experience with weird arsenal issues but I can't see anything obvious. What's your *.rpt file look like when you're opening the arsenal for the first time? Maybe bis_fnc_arsenal is giving some useful debug output.

One additional note: You've got a DLC = Aegis line, do you have a valid CfgMods entry for that? If not the full arsenal will probably choke on that when trying to add your weapon to the list.

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