gokitty1199 225 Posted July 29, 2018 edit: just tested with adding the default scope to the compatibleItems array and had the same result, looking to see what im missing. the problem i am trying to fix is that when using optics(including irons) with the ammo having more friction and gravity and a slower velocity, when you shoot the bullet comes out of the 3rd vertical marker below the center of the crosshair in the MOS scope. if you have an optic with a zero that goes from 100+ such as the DMS, it shoots way high when you have it zeroed at 100, but way low when you zero it at 200. if you go higher than 200 there is no visible change in where the bullet goes height wise in the crosshair. if anyone has a possible solution to this please state it. currently as a test just to get everything working before i start tinkering with them, im trying to get *my* variation of the MOS scope to work on a modified M302 rifle and i cannot figure out why the optic wont appear on the scope. screenshot heres part of the cfgWeapons //the scope class BUF_SOS: optic_SOS { displayName = "BUF TEST"; }; //the rifle class srifle_BUF_M320_Airsoft : srifle_LRR_F { magazines[] = {"BUF_LRR_Airsoft_mag"}; displayName = "BUF Airsoft M320"; baseWeapon = ""; initSpeed = 135; recoil = airsoft_Sniper; class WeaponSlotsInfo : WeaponSlotsInfo { class CowsSlot { compatibleItems[] = {"BUF_SOS"}; }; }; class Single: Mode_SemiAuto { reloadTime = 1.2; sounds[] = {Semi}; class Semi { begin1[] = {"sub\boltShot", db0, 1,500}; soundBegin[] = {"begin1",1}; }; }; }; Share this post Link to post Share on other sites
reyhard 2082 Posted July 29, 2018 6 hours ago, gokitty1199 said: class CowsSlot { missing inheritance - because of that parameter defining optic proxy is completely missing 1 Share this post Link to post Share on other sites
gokitty1199 225 Posted July 29, 2018 7 hours ago, reyhard said: missing inheritance - because of that parameter defining optic proxy is completely missing derp thank you there sir Share this post Link to post Share on other sites