sander 14 Posted December 11, 2007 Hi, Despite the information provided in earlier thread and the BIS wiki and looking at the model.cfg for the BI MLOD Hummer, I am still struggling to define a working rotating ammunition belt for a Minimi Para addon. Could anybody offer an explanation for dummies how to put such a definition toegether? In the memory LOD there are defined: ammo_belt_axis ammo_belt_start ammo_belt_end bullet00 ... bullet12 While the normal LOD's have selections: ammo_belt ammo_belt_bottom bullet00 ... bullet12 Which bits are supposed to go where? Regards, Sander Share this post Link to post Share on other sites
UNN 0 Posted December 14, 2007 Hi, Quote[/b] ] am still struggling to define a working rotating ammunition belt for a Minimi Para addon. You will have to excuse my ignorance, but what sort of a weapon is involved with a Minimi Para addon. Is it an infantry weapon or a vehicle mounted weapon? If it's vehicle mounted, then the thread you linked to should cover what you need. If it's an infantry weapon, then things are a different. Which was why I got a little confused, in that previous thread. For infantry weapons I used this model.cfg with the BI M16 sample model. In this case I call the weapons class name, BIM16: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons     {     class BIM16_Bones         {         isDiscrete = 0;         skeletonInherit = "";         skeletonBones[]=             {             "revolve_sel",""             };         };     }; class CfgModels     {     class BIM16         {         skeletonName="BIM16_Bones";         sectionsInherit="";         sections[]={""};         class Animations             {             class MyRevolving                 {                 type="rotationx";                 source="revolving";                 selection="revolve_sel";                 axis="bolt_axis";                 memory="true";                 animPeriod=0;                 angle0=0;                 angle1="rad -360";                 };             };         };     }; This was only a quick test I knocked up a while back. You will have to configure angle0 and angle1 to correspond with the ammo count, to get the correct rotations. But thats covered in the previous thread. Share this post Link to post Share on other sites
sander 14 Posted December 14, 2007 Hi, Thanks for responding. After some further experimentation I now have it working with the following text for the CfgModels: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class Weapon: default {}; class llw_weapon { sectionsInherit="Weapon"; sections[]={zasleh}; selectionFireAnim = "zasleh"; }; class minimi_elcan: llw_weapon { sectionsInherit = "llw_weapon"; sections[]= { "zasleh", "ammo_belt", "ammo_belt_bottom" }; skeletonName="Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class ammo_belt_rotation { type="rotationZ"; source="reload"; selection="ammo_belt"; axis="ammo_belt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=0.010000; angle0=0.000000; angle1=-0.209440; }; class ammo_belt_rotation2 { type="rotationZ"; source="reload"; selection="ammo_belt_bottom"; axis="ammo_belt_axis"; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=0.010000; angle0=0.000000; angle1=-0.209440; }; }; }; }; The belt is now moving at last when firing, whether it is at a correct speed I am unlikely to notice when pulling the trigger in game, attention tends to be fixed elsewhere at such a moment. Regards, Sander Share this post Link to post Share on other sites