Guest Posted February 25, 2003 helo i want to knew how to start whit rotation on weapon.Vulcan is rotating , yes but how is in oqy done this i have this model in game and i want to that drum rotates is this posible to do this in oqy or only script in cpp thanks for answer mgv176 picture Share this post Link to post Share on other sites
Gummi 0 Posted March 1, 2003 u will have to use a script for drum rotating Share this post Link to post Share on other sites
Guest Posted March 1, 2003 why the drum will rotate when you will fire.... like vucan... but vulcan rotates barels maybe i need to call drum the same name in memory lod like vulcans barels.... osti hlavne or something???? i have searched for this but i dont find nothing simlar to use Share this post Link to post Share on other sites
Jimboh 0 Posted March 13, 2003 Ok...hope I don't get killed for replying to this mabye-too-old-topic, but its possible. There was a M240 (dosen't go by that name, but its the gun that looks like it) that when you shot, its bullets rotated, though VERY SLOWLY... As for your Vulcan barrel theory: 1) osa (corrected from "osti") hlavne is used for turret rotation. 2) that rotation only works for vehicles and air classes. Share this post Link to post Share on other sites
Guest Posted March 13, 2003 thanks, but there are alsoo grenade launchers Share this post Link to post Share on other sites
dm 9 Posted March 13, 2003 You could set this up to rotate EXACTLY like the vulcan. you simply have to add 2 extra points in the memory lod fot it to rotate around, and add the code to rotate the drum. Grab the commented config from BIS to see how this is done. Share this post Link to post Share on other sites
PSC 0 Posted March 14, 2003 Ok, look at this: <ul> [*]Give the ammo-drum a selection called "drum" in all the resolution and geometry LODs. [*]Add two vertices in the memory LOD like the yellow stars on the picture and give one of them the selection name called "osa_drum_2", and call the other osa_drum_1. [*]Add this to the CfgWeapon part in the config.cpp </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ReloadAnimations {   class GunReload   {   weapon="yourweaponnamehere";   angle0=0   angle1="2 * 3.141592654";   multiplier=500   type="rotation";   animPeriod=1   selection="drum";   begin="osa_drum_1";   end="osa_drum_2";   }; }; <span id='postcolor'> PSC Share this post Link to post Share on other sites
Guest Posted March 17, 2003 thanks that helped me a lot Share this post Link to post Share on other sites
Gummi 0 Posted March 24, 2003 i dunno why but this thing only works when i do it on vehicles but not on a weapon. look: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class GMI_M60: M60 { scopeWeapon = public; scopeMagazine = private; picture="\GMI_hv_M60\gunphoto.paa"; weaponType="1 + 16"; ammo="GMI_M60mag"; model="\GMI_hv_M60\GMI_M60"; displayName="GMI hv. M60"; muzzles[]={"GMI_M60muzzle"}; class GMI_M60muzzle : GMI_M60mag { drySound[]={"weapons\M16dry",db-40,1}; modelOptics="optika_M60_MG"; optics = true; magazines[]={"GMI_M60mag"}; }; class ReloadAnimations { class GunReload { weapon="GMI_M60"; angle0=0 angle1="-0.439"; multiplier=500 type="rotation"; animPeriod=0.2 selection="Bullets"; begin="osa_bulletN1"; end="osa_bulletN2"; }; }; }; }; <span id='postcolor'> what did i do wrong? Share this post Link to post Share on other sites
Gummi 0 Posted March 26, 2003 please can anyone help??! Share this post Link to post Share on other sites
PSC 0 Posted March 26, 2003 Sorry. Never tried it on weapons. I was just guessing that it would be the same as on vehicles. Regards, PSC Share this post Link to post Share on other sites