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Messiah

Problem with handgun

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i was looking through some reference configs on how to make a weapon slide work and also stay back when empty...

now im pretty sure i've named everything correctly in O2... the main weapon with slide forward is called zbran, and the slide back is named zaslesh along with the muzzle flash..

in the empty handgun p3d i named the whole weapon zbran...

this is my config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches

{

class ukf_sidearms

{

units[]={};

weapons[]={"ukf_browning"};

requiredVersion=1.85;

requiredAddons[]={"BIS_Resistance","BIS_WeaponPack"};

};

};

class CfgModels

{

class Default {};

class Weapon: default {};

class ukf_browning: Weapon {};

};

class CfgWeapons

{

class Default {};

class Riffle: Default {};

class HandGunBase: Riffle {};

class CZ75Base : HandGunBase {};

class ukf_browningBase: CZ75Base

{

scopeWeapon=2;

scopeMagazine=0;

weaponType=2;

magazineType=32;

model="\ukf_sidearms\ukf_browningempty.p3d";

modelSpecial="\ukf_sidearms\ukf_browning.p3d";

modelOptics="\ukf_sidearms\browningsight.p3d";

picture="";

optics=1;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

distanceZoomMin=50

distanceZoomMax=50

displayName="Browning High Power";

displayNameMagazine="9mm";

shortNameMagazine="9mm";

count=7;

reloadTime=0.15;

initSpeed=253; //muzzlevelocity 253m/s

magazineReloadTime=1;

reloadMagazineSound[]={"\ukf_sidearms\reload.wss",1,1};

drySound[]={"\ukf_sidearms\Dry.wss",0.01,1};

magazines[]={"JAM_M9mag"};

modes[]={"Single"};

};

class ukf_browning: ukf_browningBase

{

scopeWeapon=2;

magazines[]={"JAM_M9mag"};

uiPicture="\misc\ipistole.paa";

};

};

};

basically in game you start off with the empty handgun, and no reloading or banging my head against the keyboard will make it work properly

rock.gif

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ok... by swapping the model and modelspecial around i made it appear normal at the start and get the slide to animate... but i cant seem to make it stay back once empty?

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I think this is what is messing it up:

modes[]={"Single"};

As you have no modes defined.

Just a guess though.

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Ive been wondering about that too. Is it the model special model that makes the slide appear to stay back when empty. rock.gif

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Ive been wondering about that too. Is it the model special model that makes the slide appear to stay back when empty. rock.gif

Yes.

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ok... removed the single mode... still doesnt stay back when empty... anyone know whats up? i looked at wipmans config, and they're the same pretty much... just his works, and mine doesnt sad_o.gif

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ok... removed the single mode... still doesnt stay back when empty... anyone know whats up? i looked at wipmans config, and they're the same pretty much... just his works, and mine doesnt  sad_o.gif

Your problem is that you are using a magazine that doesn't define a modelspecial !

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class ukf_browning: ukf_browningBase

{

scopeWeapon=2;

magazines[]={"JAM_M9mag"};

uiPicture="\misc\ipistole.paa";

};        

This should fix it:

In your weapon config make sure its :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

model="\ukf_sidearms\ukf_browningempty.p3d";

modelSpecial="\ukf_sidearms\ukf_browning.p3d";

Now just define a own magazine based on your ukf_browningBase:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class ukf_browningMag: ukf_browningBase

{

scopeWeapon=0;

scopemagazine=2;

uiPicture="\misc\ipistole.paa";

};

And use this one instead the JAM_M9Mag for your weapon, if you still want to stay JAM-Compatible you can't have the slide stay back.

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ok... now i understand... i was using Jam as a placeholder till i found some decent sound effects etc

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