Messiah 2 Posted August 11, 2005 ok... i had a hand gun position problem before, which i 'solved' be removing it from a large config and giving it it's own config and pbo... fine. Now, i wanted to add another hangun to the same pbo (makes sense yeah?) and added it to the config all fine and dandy and it works. Now, the 1st handgun works fine, it sits in the hands perfectly etc. Now, i copy the same config and edit it for the 2nd handgun and that works fine, BUT the model doesnt sit in his hands correctly... it sits too far back. At first i thought this was an O2 problem... but for no love nor money can i move it using O2... then to make it stranger i have a model special of each weapon which appears when the weapon is empty (slide back). When you finish off the clip in the 2nd weapon, it's empty model sits in the correct place. its confusing the hell out of me why the config i've written for the 1st handgun, doesnt seem to like having more than one weapon attached to it <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","ukf_browningmag", "ukf_sigp226", "ukf_sigp226mag"}; requiredVersion=1.85; requiredAddons[]={"BIS_Resistance","BIS_WeaponPack"}; }; }; class CfgModels { class Default {}; class Weapon: default {}; class ukf_browning: Weapon {}; class ukf_sigp226: Weapon {}; }; class CfgAmmo { class Default {}; class BulletSingle: Default {}; class ukf_browningmag: BulletSingle { access=2 hit=10; indirectHit=0; //non HE indirectHitRange=0; visibleFire=14 audibleFire=14 visibleFireTime=2 tracerColor[]={0,0.000000,0.00000,0}; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; minRange=1; minRangeProbab=0.700000; midRange=50; midRangeProbab=0.400000; maxRange=75; maxRangeProbab=0.100000; }; class ukf_sigp226mag: BulletSingle { access=2 hit=10; indirectHit=0; //non HE indirectHitRange=0; visibleFire=14 audibleFire=14 visibleFireTime=2 tracerColor[]={0,0.000000,0.00000,0}; soundFly[]={"objects\bulletnoise",0.251189,0.700000}; minRange=1; minRangeProbab=0.700000; midRange=50; midRangeProbab=0.400000; maxRange=75; maxRangeProbab=0.100000; }; }; class CfgRecoils { ukf_hpRecoil[]={0.05,0.01,0.07,0.08,0,0}; }; 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\O\browningsight.p3d"; picture="\ukf_sidearms\hpicon.paa"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=50 distanceZoomMax=50 displayName="Browning HP"; displayNameMagazine="9mm Clip."; shortNameMagazine="9mm"; count=8; reloadTime=0.15; initSpeed=253; //muzzlevelocity 253m/s magazineReloadTime=1; reloadMagazineSound[]={"\ukf_sidearms\S\reload.wss",1,1}; drySound[]={"\ukf_sidearms\S\dry.wss",0.01,1}; magazines[]={"ukf_browningmag"}; modes[]={"Single"}; class Single { ammo="ukf_browningmag"; multiplier=1; burst=1; displayName="Browning High Power"; dispersion=0.00085; sound[]={"\ukf_sidearms\S\9x39Fire.wss",1,1}; soundContinuous=0; reloadTime=0.180000; ffCount=1; recoil="ukf_hpRecoil"; autoFire=0; aiRateOfFire=0.18; aiRateOfFireDistance=25; useAction=0; useActionTitle=""; }; }; class ukf_browning: ukf_browningBase { scopeWeapon=2; magazines[]={"ukf_browningmag"}; uiPicture="\misc\ipistole.paa"; }; class ukf_browningmag: ukf_browning { scopeWeapon=0; scopeMagazine=2; picture="\ukf_sidearms\hpmagicon.paa"; }; class ukf_sigp226Base: CZ75Base { scopeWeapon=2; scopeMagazine=0; weaponType=2; magazineType=32; model="\ukf_sidearms\ukf_sigp226empty.p3d"; modelSpecial="\ukf_sidearms\ukf_sigp226.p3d"; modelOptics="\ukf_sidearms\O\sigsight.p3d"; picture="\ukf_sidearms\sigicon.paa"; optics=1; opticsZoomMin=0.35; opticsZoomMax=0.35; distanceZoomMin=50 distanceZoomMax=50 displayName="Sig P226"; displayNameMagazine="9mm Clip."; shortNameMagazine="9mm"; count=12; reloadTime=0.15; initSpeed=253; //muzzlevelocity 253m/s magazineReloadTime=1; reloadMagazineSound[]={"\ukf_sidearms\S\reload.wss",1,1}; drySound[]={"\ukf_sidearms\S\dry.wss",0.01,1}; magazines[]={"ukf_sigp226mag"}; modes[]={"Single"}; class Single { ammo="ukf_sigp226mag"; multiplier=1; burst=1; displayName="Sig Sauer P226"; dispersion=0.00085; sound[]={"\ukf_sidearms\S\9x39Fire.wss",1,1}; soundContinuous=0; reloadTime=0.180000; ffCount=1; recoil="ukf_hpRecoil"; autoFire=0; aiRateOfFire=0.18; aiRateOfFireDistance=25; useAction=0; useActionTitle=""; }; }; class ukf_sigp226: ukf_sigp226Base { scopeWeapon=2; magazines[]={"ukf_sigp226mag"}; uiPicture="\misc\ipistole.paa"; }; class ukf_sigp226mag: ukf_sigp226 { scopeWeapon=0; scopeMagazine=2; picture="\ukf_sidearms\hpmagicon.paa"; }; }; excuse the messyness of it, but i've been trying everything to solve it and hence alot of duplication etc where it isnt needed Share this post Link to post Share on other sites
DanAK47 1 Posted August 13, 2005 In my experience, ModelSpecial will move the model in the way you describe. Keep messing with it in O2. Share this post Link to post Share on other sites
Messiah 2 Posted August 13, 2005 thats the problem... i cant move it for some reason - everymove i making in O2 doesnt appear in game... Share this post Link to post Share on other sites
Messiah 2 Posted August 13, 2005 now even more bizare.... to 'solve' the problem i initially had with the 1st handgun, i created a new addon pbo for it. For this 2nd weapon, i gave up and made its own addon pbo to try and again 'solve' the problem... but, strangly again, this doesnt solve anything, like it did for the previous one... aaaargh Share this post Link to post Share on other sites
Blackblood 0 Posted August 14, 2005 Just out of curiousity, Messiah. Have you tried "autocenter" command in O2 properties of the gun? I have my P226 set to "0". Share this post Link to post Share on other sites
Messiah 2 Posted August 15, 2005 no actually... how would i go about that? Thing is though, the emtpy model is in the correct position, and is in the same position in O2 as the model special model which is in the wrong position in the hands... i cant work out why it wont work, seeing as the browning (finally) did... Share this post Link to post Share on other sites
Blackblood 0 Posted August 15, 2005 Enter it in properties (lower left corner). ...don't know if it's of any importance but this model (BLB_P226) was also binarized. My suggestion: Try this and binarize it. Share this post Link to post Share on other sites
sanctuary 19 Posted August 15, 2005 The autocenter 0 suggested by Blackblood is the solution, i had this same problem with a weapon using a model special when empty autocentering itself and so ignoring where i placed it in O2. Adding the autocenter 0 in the properties of each LODs fixed this problem totally. Share this post Link to post Share on other sites
Messiah 2 Posted August 15, 2005 excellent guys. Thanks for the help. I'll try it out now Share this post Link to post Share on other sites
Messiah 2 Posted August 15, 2005 brilliant... that was the solution thank so very much Share this post Link to post Share on other sites