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MehMan

Bolt not moving

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I've got this little problem that is fairly crucial for this weapon, seeing how the sights pass right through this.

I can't get the bolt to move on my weapon. I've tried a method or two and I can't seem to get it to work. I've tried looking into RHS weapons to see how they did it and still it doesn't work, heck I even copied it all directly from their config and models, still it doesn't work. What am I doing wrong?

I give the credit to Skaven and RHS for this and I hope they don't see this as ripping them off and not being good at it.

Here's a screenshot from O2:

bolt1jl1.jpg

The first memory point is the axis end and the second one is

the axis begin, the whole thing is the axis.

Then there's just the bolt.

Here's the config(the part that matters):

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

{

class bsa_thom {isDiscrete=0;skeletonInherit="";skeletonBones[]={"magazine", "bolt", "trigger"};};

};

class CfgModels

{

class Default { sections[] = {}; sectionsInherit=""; };

class Weapon: Default {};

class bsa_thom:Weapon

{

sections[]=

{

};

skeletonName="bsa_thom";

class Animations

{

class bolt

{

type="translation";

source="reload";

selection="bolt";

axis="bolt_axis";

begin="bolt_axis_begin";

end="bolt_axis_end";

minValue="0";

maxValue="1";

offset0="0";

offset1="1";

};

};

};

};

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Your skeleton is built wrong.

Each skeleton bone needs a pair of names: first is the selection that is the bone itself, the other one is the "parent", the bone to which this one is attached.

If the bone is attached to model itself (like in this case) second selection name is "", but it still needs to be there.

here's a rather complicated example from Skaven's RACS weapons.

http://pastebin.com/f1920568

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Thanks Panda!

Damn it....and I knew this once!

I think I'm getting stupider by the minute.

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