Jump to content
Sign in to follow this  
Guest

Rotation

Recommended Posts

Guest

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

u will have to use a script for drum rotating

Share this post


Link to post
Share on other sites
Guest

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?confused.gif???

i have searched for this but i dont find nothing simlar to use sad.gif

Share this post


Link to post
Share on other sites

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

thanks, but there are alsoo grenade launchers biggrin.gif

Share this post


Link to post
Share on other sites

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

Ok, look at this:

gun.jpg

<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

biggrin.gifsmile.gif

thanks smile.gif

that helped me a lot smile.gif

Share this post


Link to post
Share on other sites

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×