hitokiri 11 Posted November 28, 2009 I am have many problems getting the Arma 2 tank main gun muzzle flash to work does it require additional config entry or memory lod point as the gun operates and fires correctly but only has the standard tank smoke puff like from arma 1 not the flash and smoke puff like arma 2. My other problem is getting the standard bis smoke discharger to work on my tank i have added "SmokeLauncher" and ""SmokeLauncherMag" to the commanders gun and the other required config entry smokeLauncherGrenadeCount = 6; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 1; smokeLauncherAngle = 120; But when comander fires the smoke discharger weapon nothing happens other than sound effect of it firing. Does it require a script to work or more or different config entrys? here part config class RHS_T80B : RHS_T80Base { scope = public; model = "\RHS_T80\T80B1.p3d"; picture = "\RHS_T80\icon\T80BIC.paa"; Icon = "\Ca\tracked\Data\map_ico\icomap_t72_CA.paa"; selectionLeftOffset = "pasanimL"; selectionRightOffset = "pasanimP"; mapSize = 12; faction = "RU"; displayName = "T-80B(85)"; vehicleClass = "RHS_Armour"; nightVision=true; side = East; crew = "RU_Soldier_Crew"; typicalCargo[] = {"RU_Soldier_Crew","RU_Soldier_Crew","RU_Soldier_Crew"}; forceHideDriver = true; hasDriver = true; // default // default // default hiddenSelections[] ={"n1","n2","n3","skirt","TF_Skirt","BF_Skirt","log","snorkel","n4","n5","ERA_side","ERA_turret","Search_random"}; class AnimationSources { class RHS_T80B_Recoil { type = "translation"; source = "user"; selection = "Recoil"; memory = 1; axis = "axis_recoil"; begin = "recoil_start"; end = "recoil_end"; minValue = 1; maxValue = "0"; offset0 = 0; offset1 = 0.29; animPeriod = 0.15; }; class RHS_T80B_Front_skirt { type = "rotation"; source = "user"; selection = "BF_Skirt"; axis = "axis_BF_Skirt"; sourceAddress = "clamp"; memory = 1; animPeriod = 1; minValue = 0; maxValue = 1; angle0 = "rad 2"; angle1 = "rad -3"; }; class RHS_T80B_maingunup { type = "rotationX"; source = "user"; selection = "maingunup"; memory = 1; axis = "axis_gun"; sourceAddress = "clamp"; minValue = "0"; maxValue = "1"; angle0 = "rad 0"; angle1 = "rad 5"; animPeriod = 2; }; }; spotableNightLightsOff = 0; //default spotableNightLightsOn = 0;//default visibleNightLightsOff = 0; //default visibleNightLightsOn = 0;//default nameSound = "t72"; accuracy = 0.8; // accuracy needed to recognize type of this target armor = 650; damageResistance = 0.00544; cost = 1000000; class HitHull { armor = 0.85; material = 1; name = "telo"; visual = "telo"; passThrough = true; }; class HitLTrack { armor = 0.15; material = 1; name = "pas_L"; visual = "-1"; passThrough = false; }; class HitRTrack { armor = 0.15; material = 1; name = "pas_P"; visual = "-1"; passThrough = false; }; class Damage { tex[] = {}; mat[] = {"rhs_t80\hull_g.rvmat", "rhs_t80\hull_g.rvmat", "rhs_t80\hull_destroy.rvmat", "rhs_t80\turret_G.rvmat", "rhs_t80\turret_G.rvmat", "rhs_t80\turret_destroy.rvmat"}; }; maxSpeed = 60; // max speed on level road, km/h soundEngine[] = {"\RHS_T80\Sound\t80turbine", db22, 0.8}; soundEnviron[] = {"\RHS_T80\Sound\T80-Treads", db140, 0.9}; soundGetOut[] = {"\ca\Tracked\Data\Sound\tank_door", db-40, 1}; soundGetIn[] = {"\ca\Tracked\Data\Sound\tank_door", db-40, 1}; driverForceOptics = true; driverOutForceOptics = true; driverAction = "T72_DriverOut"; driverInAction = "T72_Driver"; memoryPointDriverOutOptics = "Driver_out_view"; driverOutOpticsModel = "\ca\weapons\optika_empty"; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffectBig"; }; }; type = VArmor; // threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types threat[] = {0.9, 0.8, 0.2}; class EventHandlers { init = "[_this select 0,_this select 1] exec ""\RHS_T80_Scripts\scripts\nummern.sqs"";"; Fired = "if (_this select 1 == ""RHS_2A46_2"") then {_this exec ""\RHS_T80_Scripts\scripts\maingunrecoil.sqs""};"; }; class Turrets : Turrets { class MainTurret : MainTurret { gunnerAction = "T72_GunnerOut"; gunnerInAction = "T72_Gunner"; weapons[] = {"RHS_2A46_2","PKT"}; magazines[] = {"RHS_3BM32_MAG", "RHS_3BK21_MAG", "RHS_3OF26_MAG", "RHS_9M112_Kobra_MAG","rhs_autoloader_mag","2000Rnd_762x54_PKT"}; soundServo[] = {"RHS_T80\Sound\servo.ogg", 1.0, 1.0}; gunnerOutForceOptics = 0; memoryPointGunnerOptics = "gunnerview"; hasGunner = true; nightVision=true; animationSourceHatch = "Hatchgunner"; animationSourceBody = "MainTurret"; animationSourceGun = "MainGun"; memoryPointGun = "Mgun"; lockWhenDriverOut=1; maxHorizontalRotSpeed=0.40000; maxVerticalRotSpeed=0.10000; primaryGunner = true; primaryObserver = false; //Commander gunnerOutOpticsModel = "\ca\weapons\optika_empty"; gunnerOpticsModel = "\RHS_T80\Optic\RHS_T64_Optic.p3d"; gunnerOpticsEffect[] = {"TankGunnerOptics1", "OpticsBlur2", "OpticsCHAbera3"}; minElev = -5; maxElev = 15; initElev = 0; class HitTurret { armor = 1; material = 2; name = "otocvez"; visual = "vez"; passThrough = true; }; class HitGun { armor = 0.5; material = 2; name = "otochlaven"; visual = "zbran"; passThrough = true; }; gunBeg = "Gun_end"; gunEnd = "Gun_start"; body = "RHS_T80B_MainTurret"; gun = "RHS_T80B_MainGun"; class Turrets : Turrets { class CommanderOptics : CommanderOptics { weapons[] = {"RHS_NSV","SmokeLauncher"}; magazines[] = {"RHS_NSV_50R", "RHS_NSV_50R","RHS_NSV_50R","SmokeLauncherMag","SmokeLauncherMag"}; stabilizedInAxes = "StabilizedInAxesNone"; gunnerName = $STR_POSITION_COMMANDER; gunnerOutForceOptics = 1; animationSourceHatch = "HatchCommander"; animationSourceBody = "obsTurret"; animationSourceGun = "obsGun"; memoryPointGunnerOptics = "commanderview"; memoryPointGunnerOutOptics = "commander_out_view"; gunnerOpticsModel = "\RHS_T80\Optic\RHS_T64_COptic.p3d"; gunnerOpticsEffect[] = {"TankGunnerOptics1", "OpticsBlur2", "OpticsCHAbera3"}; nightVision=true; proxyType = "CPCommander"; proxyIndex = 1; lockWhenDriverOut=0; primaryGunner = false; primaryObserver = true; //Commander hasCommander = true; gunBeg = "Mgun_end"; // endpoint of the gun gunEnd = "Mgun_start"; // chamber of the gun body = "RHS_T80B_com_coppula"; gun = "RHS_T80B_com_Gun"; gunnerAction = "T72_CommanderOut"; gunnerInAction = "T72_Commander"; minElev = -15; maxElev = 80; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", db-70, 1.0}; outGunnerMayFire = true; inGunnerMayFire = true; }; }; }; }; smokeLauncherGrenadeCount = 6; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 1; smokeLauncherAngle = 120; }; turret section of model config ////////////// Turret class RHS_T80B_MainTurret { selection = "Mainturret"; type="rotationY"; source="mainTurret"; axis="axis_turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class RHS_T80B_MainGun { selection = "MainGun"; type="rotationX"; source="mainGun"; axis="axis_Gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class RHS_T80B_Recoil { type="translation"; source="user"; selection="Recoil"; axis="axis_recoil"; memory=1; begin="Recoil_start"; end="Recoil_end"; minValue=0; maxValue="1"; offset0=0; offset1=0.3; animPeriod=0.15; }; class RHS_T80B_maingunup : RHS_T80B_MainGun { type = "rotationX"; source = "user"; selection = "maingunup"; memory = 1; axis = "axis_Gun"; sourceAddress = "clamp"; minValue = "0"; maxValue = "1"; angle0 = "rad 0"; angle1 = "rad 5"; }; /////////////// IR search light gunner class RHS_T80B_GUN_Search { selection = "IR_Search"; type="rotationX"; source="mainGun"; axis="axis_IR_Search"; animPeriod=0; memory=1; minValue="rad -5"; maxValue="rad +15"; angle0="rad -5"; angle1="rad +15"; }; ////////////// commander coppula class RHS_T80B_com_coppula { selection = "Com_coppula"; type="rotationY"; source="obsTurret"; axis="axis_com_coppula"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class RHS_T80B_com_Gun { selection = "com_Gun"; type="rotationX"; source="obsGun"; axis="axis_com_Gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; ///////////////// IR search light commander class RHS_T80B_com_com_IR_Search { selection = "com_IR_Search"; type="rotationX"; source="obsGun"; axis="axis_com_IR_Search"; animPeriod=0; memory=1; minValue="rad -20"; maxValue="rad +60"; angle0="rad -20"; angle1="rad +60"; }; Hope someone can help these are last 2 bug i have v_v Share this post Link to post Share on other sites
nikita320106 0 Posted December 1, 2009 as i know defalt tank gun effect called from ???ca\scripts\fired??? and shown by script in ca\something don't remember correctly try inherit default tank gun or call script by yours eventheandler) sorry ma engliz Share this post Link to post Share on other sites
hitokiri 11 Posted December 1, 2009 i can not find script you speak of in ca.pbo and i have also try to inherit bis weapon's but nothing changes. I have also arm my own tank with bis tank weapon but again nothing change gun work but no muzzle flash this is what missing comparison video <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=QZOP5Ph21J0&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QZOP5Ph21J0&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> What i am wondering is that it part of the model like old zasleh muzzle flash on rifles Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 2, 2009 Is your main gun definition (RHS_2A46_2) inherited from the main guns used within ArmAII like the "M256" or simply "CannonCore"? Because I'm thinking it hasn't inherited the flash and smoke effect properly. I also see in the ArmAII config a; effectsFire = "CannonFire"; Share this post Link to post Share on other sites
archbishop lazarus 24 Posted December 2, 2009 I have the same problem, BUT: I was playing a bit with my 2S4 Tyulpan (I know it has a mortar, but in config its a tank gun) and noticed that it has the big muzzle flash. Then I tried the 2S5 Giatsint, it didnt have flash, but had recoil animation. The two vehicles use the same config.cpp. Maybe something to do with main gun recoil? Share this post Link to post Share on other sites
hitokiri 11 Posted December 2, 2009 I not think it relate to recoil because it there still no flash when disable it. my main gun inherits from bis D81 that t-72 use class RHS_2A46_2 : D81 { scope = protected; reloadTime = 6.5; displayName = "2A46-2"; sound[] = {"\RHS_T80\Sound\125mm", db70, 1}; reloadSound[] = {"\RHS_T80\Sound\autoloader", 0.5, 1}; effectsFire = "CannonFire"; nameSound = "cannon"; cursor = "Cannon"; ballisticsComputer = 1; flash = "gunfire"; flashSize = 10; minRange = 1; minRangeProbab = 0.1; midRange = 1200; midRangeProbab = 0.7; maxRange = 2500; maxRangeProbab = 0.1; maxLeadSpeed = 100; // max estimated speed km/h autoReload = true; magazines[] = {"RHS_3BM9_MAG","RHS_3BM12_MAG","RHS_3BM15_MAG","RHS_3BM17_MAG","RHS_3BM22_MAG","RHS_3BM26_MAG","RHS_3BM29_MAG","RHS_3BM32_MAG","RHS_3BM42_MAG","RHS_3BM42M_MAG","RHS_3BM46_MAG","RHS_3BK12_MAG","RHS_3BK14_MAG","RHS_3BK18_MAG","RHS_3BK18M_MAG","RHS_3BK21_MAG","RHS_3BK29_MAG","RHS_3BK31_MAG","RHS_3OF11_MAG","RHS_3OF26_MAG","RHS_9M112_Kobra_MAG","RHS_9M128_Agona_MAG","23Rnd_125mmSABOT_T72", "22Rnd_125mmHE_T72"}; }; Share this post Link to post Share on other sites
nikita320106 0 Posted December 3, 2009 (edited) maybe check you shells must be muzzleEffect = "BIS_Effects_Cannon"; ????=========================== ??? maybe look into ca_config class DefaultEventhandlers { init = "_scr = _this execVM "\ca\Data\ParticleEffects\SCRIPTS\init.sqf";"; fired = "_this call BIS_Effects_EH_Fired;"; killed = "_this call BIS_Effects_EH_Killed;"; }; in Ca\Data\ParticleEffects\SCRIPTS\init BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\fired.sqf"; BIS_Effects_EH_Killed=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\killed.sqf"; BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf"; Edited December 3, 2009 by nikita320106 Share this post Link to post Share on other sites
hitokiri 11 Posted December 8, 2009 Seem lazuras correct it animation that effect flash effet when i disable the recoil the flash work Share this post Link to post Share on other sites
Dractyum 10 Posted December 8, 2009 The same problem with my T-72B/BA... Flash and smokelauncher. SfMEnglish. Share this post Link to post Share on other sites
hitokiri 11 Posted December 8, 2009 I think i have find source of the problem, it is not the animation that is causing the lack of muzzle flash but the event handlers class EventHandlers { init = "[_this select 0,_this select 1] exec ""\RHS_T80_Scripts\scripts\nummern.sqs"";"; Fired = "if (_this select 1 == ""RHS_2A46_2"") then {_this exec ""\RHS_T80_Scripts\scripts\maingunrecoil.sqs""};"; }; Are overwriting the default bis event handlers which call both the smoke discharger effect and muzzle flash. Does anyone know what the resulting merged eventhandler would be as i have tried to but get errors configs are not my strong pointv_v 1 Share this post Link to post Share on other sites
nikita320106 0 Posted December 9, 2009 try to add Fired = "if (_this select 1 == ""RHS_2A46_2"") then { _this exec ""\RHS_T80_Scripts\scripts\maingunrecoil.sqs" _this call BIS_Effects_EH_Fired; or _this(???) exec "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf" Share this post Link to post Share on other sites
diveplane 0 Posted December 9, 2009 i can not find script you speak of in ca.pbo and i have also try to inherit bis weapon's but nothing changes. I have also arm my own tank with bis tank weapon but again nothing change gun work but no muzzle flashthis is what missing comparison video <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=QZOP5Ph21J0&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=QZOP5Ph21J0&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> What i am wondering is that it part of the model like old zasleh muzzle flash on rifles wow i hear a dude inside that tank wolf whistling ..:eek: Share this post Link to post Share on other sites
hitokiri 11 Posted December 9, 2009 success ^_^ class EventHandlers { init = "[_this select 0,_this select 1] exec ""\RHS_T80_Scripts\scripts\nummernBK.sqs""; _scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf""; "; Fired = "if (_this select 1 == ""RHS_2A46_2"") then {_this exec ""\RHS_T80_Scripts\scripts\maingunrecoil1.sqs""}; _this call BIS_Effects_EH_Fired; "; killed = "_this call BIS_Effects_EH_Killed;"; }; Give correct muzzle flash, thank you all that help :icon_w00t: Share this post Link to post Share on other sites