cervantes 330 Posted December 3, 2019 hi here 🙂 i actualy work on a custom Sharps buffalo with scope attachement. i follow a basic tutorial and sa80ris tutorial and generaly animate my weapons eazly 🙂 but i encoutering a strange issue with this Sharps model. all animations working fine into buldozer but ingame only animations used isselected and hasOptics animations source working. that is my model.cfg Spoiler class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class Sharps_skeleton: Default { skeletonBones[]={"armement","","detente","","marteau","","sight1","","sight2","","switch","","block",""}; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class Sharps_Buffalo_base: Default { skeletonName="Sharps_skeleton"; sections[]= {"armement","detente","marteau","sight1","sight2","switch","block","camo1"}; class Animations { }; }; class Sharps_Buffalo: Sharps_Buffalo_base { class Animations { class marteau_init { type="rotationZ"; // The type of animation. source="isSelected"; // The controller that provides input. selection="marteau"; // The name of the skeleton bone used. axis="marteau_axis"; minValue = 0.5; maxValue = 1; angle0 = 0; angle1 = rad 25; //memory=1; }; class marteau_r { type="rotationZ"; // The type of animation. source="reload"; // The controller that provides input. selection="marteau"; // The name of the skeleton bone used. axis="marteau_axis"; minValue = 0.5; maxValue = 1; angle0 = 0; angle1 = rad - 25; //memory=1; }; class detente_r { type="rotationZ"; // The type of animation. source="reload"; // The controller that provides input. selection="detente"; // The name of the skeleton bone used. axis="detente_axis"; minValue = 0.5; maxValue = 1; angle0 = 0; angle1 = rad -10; //memory=1; }; class armement_r { type="rotationZ"; // The type of animation. source="isEmpty"; // The controller that provides input. selection="armement"; // The name of the skeleton bone used. axis="armement_axis"; minValue= "0.5"; maxValue="1"; angle0= rad 0; angle1= rad 80; //memory=1; }; class sight1 { type="rotationZ"; // The type of animation. source="isSelected"; // The controller that provides input. selection="sight1"; // The name of the skeleton bone used. axis="sight1_axis"; sourceAddress = "clamp"; minValue= "0"; maxValue="1"; initPhase = rad 0; angle0= rad 0; angle1= rad 90; }; class viseur1 { type="rotationZ"; // The type of animation. source="hasOptics"; // The controller that provides input. selection="sight1"; // The name of the skeleton bone used. axis="sight1_axis"; sourceAddress = "clamp"; minValue= "0"; maxValue="1"; angle0= rad 0; angle1= rad - 90; }; class viseur2 { type="rotationZ"; // The type of animation. source="hasOptics"; // The controller that provides input. selection="sight2"; // The name of the skeleton bone used. axis="sight2_axis"; sourceAddress = "clamp"; minValue= "0"; maxValue="1"; angle0= rad 0; angle1= rad - 65; }; class block_t { type="translation"; source="isEmpty"; sourceAddress="clamp"; selection="block"; axis="block_axis"; begin="block_beg"; end="block_end"; minPhase=0.38; maxPhase=0.4; minValue=0.38; maxValue=1.1; offset0=0; offset1= 0.8; memory=1; animPeriod = 0.0; initPhase = 0.0; }; }; }; }; and my config cpp Spoiler class CfgPatches { class Sharps_buffalo { units[] = {}; weapons[]={"Sharps_Buffalo","scoped_Sharps_buffalo","R_scope_Sharps_3D"}; requiredVersion = 1.0; requiredAddons[]={}; author = "Morenon Samy"; }; }; //------------------------------------------------------------------------------------ class CfgRecoils { access = 1; Sharps_recoil[] = {0,0,0, 0.08,0.01,0.04, 0.05,-0.003,-0.01, 0.20,0,0}; }; //------------------------------------------------------------------------------------ class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class SlotInfo; class MuzzleSlot; class CowsSlot; class PointerSlot; class UnderBarrelSlot; //------------------------------------------------------------------------------------ class CfgAmmo { class Default; // External class reference class BulletBase; // External class reference class ShotgunBase; class Sharps_ammo: BulletBase { access = 3; hit=20;indirectHit=0;indirectHitRange=0; cost = 10; deflecting=0; typicalSpeed = 800; timeToLive = 20; model = "\Sharps_Buffalo\shell\bullet.p3d"; simulation = "shotShell"; maxSpeed = 900; simulationStep = 0.050000; caliber = 3.6; cartridge="SharpsFX"; }; }; //------------------------------------------------------------------------------------ class CfgMagazines { class Default; // External class reference class CA_Magazine; // External class reference class Sharps_mag : CA_Magazine { author = "Morenon Samy"; model = "\winchester_1873\box\box"; scope = 2; displayName="45 Magnum caliber"; picture="\winchester_1873\box_inv.paa"; ammo = "Sharps_ammo"; initSpeed = 930; count =1; value = 70; mass = 0.2; weight = 0; reloadAction = "GestureReloadEBR"; magazineReloadTime = 10; maxLeadSpeed = 100; descriptionShort = "45 Magnum caliber"; magazineGroup[] = {"Sharps_mag_group"}; }; }; //------------------------------------------------------------------------------------ class CfgVehicles { class ThingEffect; // External class reference class All{}; class Logic: All {}; class AllVehicles:All{}; class Land:AllVehicles{}; class house; class SharpsFX : ThingEffect { model = "\Sharps_Buffalo\shell\cart.p3d"; displayName = "Sharps cartridge"; submerged = 0; submergeSpeed = 0; timeToLive = 120; disappearAtContact = 0; }; //------------------------------------------------------------------------------------ class Sharps_Cartridge: house { model = "\Sharps_Buffalo\shell\cart.p3d"; displayName = "Cartridge"; nameSound = ""; destrType = "DestructNo"; mapSize = 0.700000; accuracy = 0.200000; armor = 5; scope = 1; }; }; //------------------------------------------------------------------------------------ class cfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class Rifle_Base_F; class Rifle_Long_Base_F: Rifle_Base_F { class WeaponSlotsInfo; class EventHandlers; }; class R_scope_Sharps_3D: ItemCore { scope = 2; displayName="Buffalo Scope"; author=Morenon Samy; picture="\Sharps_Buffalo\scope\scope_ui.paa"; model = "\Sharps_Buffalo\scope\Sharps_scope_F"; descriptionShort = "A amazing scope for old rifle"; weaponInfoType = "RscOptics_sos"; class ItemInfo: InventoryOpticsItem_Base_F { mass = 1; opticType=1; optics=1; weaponInfoType="RscOptics_sos"; modelOptics="\A3\Weapons_F\empty"; class OpticsModes { class R_scope_Sharps_3D_01 { opticsID = 1; useModelOptics = 0; opticsPPEffects[]={"OpticsCHAbera5","OpticsBlur5"}; opticsFlare = false; opticsDisablePeripherialVision = false; opticsZoomMin=0.25; opticsZoomMax=1.25; opticsZoomInit=0.125; memoryPointCamera = "opticView"; visionMode[] = {"Normal"}; /// Can be combined with NVG distanceZoomMin=100; distanceZoomMax=400; cameraDir = ""; discretefov[]={0.041999999,0.0099999998}; discreteInitIndex = 0; discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200}; discreteDistanceInitIndex = 1; }; }; }; }; //----------------------------------------------------------------------------------- class Sharps_Buffalo_base: Rifle_Long_Base_F { cameraDir="OP_look"; discreteDistanceCameraPoint[]={"OP_eye"}; class WeaponSlotsInfo: WeaponSlotsInfo { mass=220; class MuzzleSlot { }; class CowsSlot { }; class PointerSlot { }; class UnderBarrelSlot { }; }; }; //----------------------------------------------------------------------------------- class Sharps_Buffalo: Sharps_Buffalo_base { handanim[] = {"OFP2_ManSkeleton", "\Sharps_Buffalo\Anim\Handanim_Sharps.rtm"}; scope = 2; scopeCurator = 2; baseWeapon = "Sharps_buffalo"; //weaponInfoType = "RscWeaponRangeZeroingFOV"; model = "\Sharps_Buffalo\Sharps_Buffalo.p3d"; modelOptics = "-"; picture = "\Sharps_Buffalo\inv_pic.paa"; modelMagazine = "\winchester_1873\box\box.p3d"; displayName = "Sharps 1874 buffalo"; opticsZoomMin = 0.25; opticsZoomMax = 0.40; soundContinuous = 0; reloadMagazineSound[] = {"\winchester_1873\sounds\r700rl.wav",5.000000,1}; reloadSound[] = {"\winchester_1873\sounds\lever",db20,1,10}; value = 1000; aiRateOfFire = 0.50; aiRateOfFireDistance = 50; count = 2; ffCount=2; muzzles[]={"this"}; modes[]= {"Single"}; autoFire = false; reloadAction = "GestureReloadEBR"; magazines[] = {"Sharps_mag","Sharps_mag_group"}; author = "Morenon Samy"; descriptionShort = "One of the most successful, and certainly one of the most famous Western single shot rifles was the Sharps buffalo 1874."; maxZeroing=400; class Single: Mode_SemiAuto /// Pew { minRange = 2; minRangeProbab = 0.100000; midRange = 50; midRangeProbab = 0.650000; maxRange = 70; maxRangeProbab = 0.050000; distanceZoomMin = 200; distanceZoomMax = 200; dispersion = 0; reloadTime = 0.4; backgroundReload = 0; magazineReloadTime = 10; recoil="recoil_single_dmr"; recoilProne="recoil_single_prone_dmr"; sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"\winchester_1873\sounds\1866.wav",1,1,100}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; }; //----------------------------------------------------------------------------------- class WeaponSlotsInfo: WeaponSlotsInfo { mass = 220; class CowsSlot : CowsSlot { displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"R_scope_Sharps_3D"}; linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; }; }; //----------------------------------------------------------------------------------- class EventHandlers { Fired = ""; }; //----------------------------------------------------------------------------------- class GunParticles { class Effect1 { effectName="StarterPistolCloud1"; positionName="usti hlavne"; directionName="konec hlavne"; }; class Effect2 { effectName="StarterPistolCloud2"; positionName="usti hlavne"; directionName="usti hlavne"; }; class Effect3 { effectName="StarterPistolCloud2"; positionName="usti hlavne"; directionName="usti hlavne"; }; }; }; //----------------------------------------------------------------------------------- class scoped_Sharps_buffalo: Sharps_Buffalo /// standard issue variant with holo optics { class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "R_scope_Sharps_3D"; }; }; }; }; for information only scope proxy is actualy add but not sure for the placement of this proxy. 4 Share this post Link to post Share on other sites
cervantes 330 Posted December 8, 2019 Damned im alone to encoutering this troubl? 😢 1 Share this post Link to post Share on other sites
Yano 18 Posted December 19, 2019 I looked into your video (0:48) in slowmotion mode few times, i noticed that reload animation of hammer is working. It is only barely noticeable due of animation high speed. And try to change isEmpty animation values min/maxPhase and min/maxValue to 0/1. Share this post Link to post Share on other sites
cervantes 330 Posted December 20, 2019 Hi Yano ty for your reply 🙂 i have worked diferents weapons and use same model.cfg. Also i can see circular motion of parts moving and i dont encoutering this issue with others models. I encoutering this issue also on j.harding with only hamer and trigger animations. I try your advise from isempty later perhaps that can help.;) Share this post Link to post Share on other sites
cervantes 330 Posted December 23, 2019 hummm after testing that not solving this issue 😕 the hamer and trigger d'ont move. i encoutering same troubl with j.harding and i only define hamer and trigger animations. my other weapons working perfectly . j.harding do not use attachement that really confuse me 😛 Share this post Link to post Share on other sites