RR_Raptor65
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Small arms - bolt and magazine animation
RR_Raptor65 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm still new to modelling in ArmA 2, I've managed to get several small arms in-game and working thanks to earlier help here. But one thing that continues to bother me is the animations. Right now I'm focusing on one of the guns, an SMG called the MG39, I think if I can get an understanding of how to get the animations working with that gun I can get them working with the rest. I've been trying to figure out how to get the bolt to move when firing and the magazine to disappear when reloading with absolutely no success, and my endless searches have shed no light on what I'm doing wrong or what I'm missing. Here's my Model Config: class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class RomaGun: Default { skeletonInherit=""; skeletonBones[]= { "magazine","", "trigger","", "bolt","" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class RomaGun: Default {}; class R36: RomaGun { skeletonName="R36"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class R36_Carbine: RomaGun { skeletonName="R36_Carbine"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class R36_Para: RomaGun { skeletonName="R36_Para"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class MG39: RomaGun { skeletonName="MG39"; class Animations { class reload_magazine { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue=1; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; class bolt_action { type="translationX"; source="reload"; selection="bolt"; axis=""; memory="false"; animPeriod=0; minValue=0; maxValue=0.09; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class MG1: RomaGun { skeletonName="MG1"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class R01: RomaGun { skeletonName="R01"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class R01_Scoped: RomaGun { skeletonName="R01_Scoped"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; class M22: RomaGun { skeletonName="M22"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; }; Section focusing on the MG39, I've butchered and reconfigured the animations so many times now they're probably wrong now if they were ever right. class MG39: RomaGun { skeletonName="MG39"; class Animations { class reload_magazine { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue=1; }; class trigger { type = "rotationZ"; source = "reload"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = 3; angle0 = 0; angle1 = -3; }; class bolt_action { type="translationX"; source="reload"; selection="bolt"; axis=""; memory="false"; animPeriod=0; minValue=0; maxValue=0.09; }; }; sections[]={"zasleh"}; sectionsInherit=""; }; And my Config.cpp: // config.bin - 08:59:02 03/27/10, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class Mode_SemiAuto {}; class Mode_Burst : Mode_SemiAuto {}; class Mode_FullAuto : Mode_SemiAuto {}; class CfgAmmo { class Default; // External class reference class BulletCore; // External class reference class BulletBase; // External class reference class B_762x51_Ball; // External class reference }; class CfgMagazines { class CA_Magazine; // External class reference class R36_basemag : CA_Magazine { tracersEvery = 0; }; class R36_10rnd : R36_basemag { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "R36 Magazine"; picture = "\Roma\gear\R36_mag_10.paa"; count = 10; ammo = "B_762x51_Ball"; initSpeed = 820; }; class R36_20rnd : R36_basemag { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "R36 20 round Magazine"; picture = "\Roma\gear\R36_mag_20.paa"; count = 20; ammo = "B_762x51_Ball"; initSpeed = 820; }; class MG35_60rnd : R36_basemag { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "MG35 Magazine"; picture = "\Roma\gear\MG35_mag.paa"; count = 60; ammo = "B_45ACP_Ball"; initSpeed = 360; }; class MG1_150Rnd : CA_Magazine { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "MG1 Belt Magazine"; picture = "\Roma\gear\MG1_mag.paa"; count = 100; ammo = "B_762x51_Ball"; initSpeed = 820; tracersevery = 5; }; class R01_Mag : CA_Magazine { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "6.5x55mm Stripper Clip"; picture = "\Ca\weapons\Data\Equip\m_M24_CA.paa"; count = 6; ammo = "B_762x51_Ball"; initSpeed = 820; }; class M22_20rnd : R36_basemag { scope = public; model = "\ca\weapons\mag_univ.p3d"; displayName = "M22 20 round Magazine"; picture = "\Roma\gear\R36_mag_10.paa"; count = 20; ammo = "B_762x51_Ball"; initSpeed = 820; }; }; class CfgPatches { class Roma { Units[] = {}; weapons[] = {"R36"}; requiredVersion = 1.0; requiredAddons[] = {}; }; }; class CfgWeapons { class Rifle; // External class reference class M16A2; // External class reference class R36 : M16A2 { scope = 2; value = 0; displayName = "Rifle Model 1936"; optics = 1; model = "\Roma\R36.p3d"; picture = "\Roma\gear\R36_icon.paa"; magazines[] = {"R36_10rnd"}; modes[] = {"Single"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; class Single : Mode_SemiAuto { sound[] = {"\Roma\sound\R36_shot.wss", 1.77828, 1, 900}; recoil = "recoil_single_primary_10outof10"; recoilProne = "recoil_single_primary_10outof10"; }; }; class R36_Carbine : M16A2 { scope = 2; value = 0; displayName = "Rifle Carbine Model 1936-40"; optics = 1; model = "\Roma\R36_Carbine.p3d"; picture = "\Roma\gear\R36_Carbine_icon.paa"; magazines[] = {"R36_10rnd"}; modes[] = {"Single"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; class Single : Mode_SemiAuto { sound[] = {"\Roma\sound\R36_Carbine_shot.wss", 1.77828, 1, 900}; recoil = "recoil_single_primary_10outof10"; recoilProne = "recoil_single_primary_10outof10"; }; }; class R36_Para : M16A2 { scope = 2; value = 0; displayName = "Paratrooper Rifle Model 1936-40"; optics = 1; model = "\Roma\R36_Para.p3d"; picture = "\Roma\gear\R36_Para_icon.paa"; magazines[] = {"R36_20rnd"}; modes[] = {"Single"}; class Single : Mode_SemiAuto { sound[] = {"\Roma\sound\R36_Carbine_shot.wss", 1.77828, 1, 900}; recoil = "recoil_single_primary_10outof10"; recoilProne = "recoil_single_primary_10outof10"; }; }; class MG39 : Rifle { scope = public; model = "\Roma\MG39.p3d"; picture = "\Roma\gear\MG39_icon.paa"; magazines[] = {"MG35_60rnd"}; displayName = "MG39 Submachine Gun"; dexterity = 1.75; drySound[] = {"\ca\Weapons\Data\Sound\AK47_dry_v1", 0.000316228, 1, 10}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\MP5_reload", 0.001, 1, 20}; distanceZoomMin = 50; distanceZoomMax = 50; value = 1000; initSpeed = 400; modes[] = {"FullAuto"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"}; class FullAuto : Mode_FullAuto { begin1[] = {"\Roma\sound\MG39_shot1.wss", 1.77828, 1, 1000}; begin2[] = {"\Roma\sound\MG39_shot2.wss", 1.77828, 1, 1000}; begin3[] = {"\Roma\sound\MG39_shot3.wss", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5}; soundContinuous = 0; reloadTime = 0.1; ffCount = 1; recoil = "recoil_auto_primary_2outof10"; recoilProne = "recoil_auto_primary_prone_2outof10"; dispersion = 0.003; minRange = 0; minRangeProbab = 0.2; midRange = 20; midRangeProbab = 0.7; maxRange = 40; maxRangeProbab = 0.05; }; }; class MG35 : Rifle { scope = public; model = "\ca\weapons\bizon\bizon"; //Needs Model, and stuff picture = "\CA\weapons\data\Equip\W_bizon_CA.paa"; magazines[] = {"MG35_60rnd"}; displayName = "Victor MG35 Submachine Gun"; dexterity = 1.75; drySound[] = {"\ca\Weapons\Data\Sound\AK47_dry_v1", 0.000316228, 1, 10}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\MP5_reload", 0.001, 1, 20}; distanceZoomMin = 50; distanceZoomMax = 50; value = 1000; initSpeed = 400; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\HKMP5.rtm"}; modes[] = {"FullAuto"}; class FullAuto : Mode_FullAuto { begin1[] = {"\Roma\sound\MG35_shot1.wss", 1.77828, 1, 1000}; begin2[] = {"\Roma\sound\MG35_shot2.wss", 1.77828, 1, 1000}; begin3[] = {"\Roma\sound\MG35_shot3.wss", 1.77828, 1, 1000}; begin4[] = {"\Roma\sound\MG35_shot4.wss", 1.77828, 1, 1000}; begin5[] = {"\Roma\sound\MG35_shot5.wss", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5, "begin4", 0.5, "begin5", 0.5}; soundContinuous = 0; reloadTime = 0.066; ffCount = 1; recoil = "recoil_auto_primary_2outof10"; recoilProne = "recoil_auto_primary_prone_2outof10"; dispersion = 0.001; minRange = 0; minRangeProbab = 0.2; midRange = 20; midRangeProbab = 0.7; maxRange = 40; maxRangeProbab = 0.05; }; }; class MG1 : Rifle { bullet1[] = {"ca\sounds\weapons\shells\big_shell_metal_01", 0.0707946, 1, 15}; bullet2[] = {"ca\sounds\weapons\shells\big_shell_metal_03", 0.0707946, 1, 15}; bullet3[] = {"ca\sounds\weapons\shells\big_shell_metal_02", 0.0707946, 1, 15}; bullet4[] = {"ca\sounds\weapons\shells\big_shell_metal_01", 0.0707946, 1, 15}; bullet5[] = {"ca\sounds\weapons\shells\big_shell_dirt_01", 0.0707946, 1, 15}; bullet6[] = {"ca\sounds\weapons\shells\big_shell_dirt_02", 0.0707946, 1, 15}; bullet7[] = {"ca\sounds\weapons\shells\big_shell_dirt_03", 0.0707946, 1, 15}; bullet8[] = {"ca\sounds\weapons\shells\big_shell_dirt_04", 0.0707946, 1, 15}; bullet9[] = {"ca\sounds\weapons\shells\big_shell_soft_01", 0.0707946, 1, 15}; bullet10[] = {"ca\sounds\weapons\shells\big_shell_soft_02", 0.0707946, 1, 15}; bullet11[] = {"ca\sounds\weapons\shells\big_shell_soft_03", 0.0707946, 1, 15}; bullet12[] = {"ca\sounds\weapons\shells\big_shell_soft_04", 0.0707946, 1, 15}; soundBullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; scope = public; model = "\Roma\MG1.p3d"; picture = "\Roma\gear\MG1_icon.paa"; displayName = "MG1 Light Machine Gun"; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\SAW.rtm"}; modes[] = {"manual", "close", "short", "medium", "far"}; class manual : Mode_FullAuto { recoil = "recoil_auto_machinegun_6outof10"; recoilProne = "recoil_auto_machinegun_prone_1outof10"; dispersion = 0.003; begin1[] = {"\Roma\sound\MG1_shot1", 1.77828, 1, 1000}; begin2[] = {"\Roma\sound\MG1_shot2", 1.77828, 1, 1000}; begin3[] = {"\Roma\sound\MG1_shot3", 1.77828, 1, 1000}; begin4[] = {"\Roma\sound\MG1_shot4", 1.77828, 1, 1000}; begin5[] = {"\Roma\sound\MG1_shot5", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5, "begin4", 0.5, "begin5", 0.5}; soundContinuous = 0; soundBurst = 0; minRange = 0; minRangeProbab = 0.3; midRange = 5; midRangeProbab = 0.58; maxRange = 10; maxRangeProbab = 0.04; showToPlayer = true; reloadTime = 0.0705; }; class close : manual { burst = 5; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 10; minRangeProbab = 0.05; midRange = 20; midRangeProbab = 0.58; maxRange = 50; maxRangeProbab = 0.04; showToPlayer = false; }; class short : close { burst = 3; aiRateOfFire = 2; // delay between shots at given distance aiRateOfFireDistance = 300; minRange = 50; minRangeProbab = 0.05; midRange = 150; midRangeProbab = 0.58; maxRange = 300; maxRangeProbab = 0.04; }; class medium : close { burst = 4; aiRateOfFire = 3; // delay between shots at given distance aiRateOfFireDistance = 600; minRange = 200; minRangeProbab = 0.05; midRange = 400; midRangeProbab = 0.58; maxRange = 600; maxRangeProbab = 0.04; }; class far : close { burst = 6; aiRateOfFire = 5; // delay between shots at given distance aiRateOfFireDistance = 1000; minRange = 400; minRangeProbab = 0.05; midRange = 600; midRangeProbab = 0.4; maxRange = 900; maxRangeProbab = 0.01; }; aiDispersionCoefY = 21.0; aiDispersionCoefX = 21.0; dexterity = 0.51; type = 1 + 4; // type = VArmor; ace_type = 5; reloadMagazineSound[] = {"\Ca\sounds\Weapons\rifles\reload-belt-1", 0.0562341, 1, 25}; magazines[] = {"MG1_150Rnd"}; }; class R01 : M16A2 { scope = public; value = 0; displayName = "Rifle Model 1901"; optics = 1; model = "\Roma\R01.p3d"; picture = "\Roma\gear\R01_icon.paa"; magazines[] = {"R01_Mag"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; backgroundReload = true; recoil = "recoil_single_primary_6outof10"; recoilProne = "recoil_single_primary_prone_5outof10"; aiRateOfFire = 1.1; // delay between shots at given distance aiRateOfFireDistance = 1000; modes[] = {"Single"}; class Single : Mode_SemiAuto { sound[] = {"\Roma\sound\R01_shot1.wss", 1.77828, 1, 900}; recoil = "recoil_single_primary_10outof10"; recoilProne = "recoil_single_primary_10outof10"; reloadTime = 1.1; dispersion = 0.00012; }; }; class R01_Scoped : Rifle { scope = public; model = "\Roma\R01_Scoped.p3d"; picture = "\Roma\gear\R01_Scoped_icon.paa"; displayName = "Rifle 1901 Sharpshooter"; dexterity = 1.35; modelOptics = "\ca\weapons\2Dscope_MilDot_10"; opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"}; opticsFlare = true; opticsDisablePeripherialVision = true; opticsZoomMin = 0.0249; opticsZoomMax = 0.0249; opticsZoomInit = 0.0249; distanceZoomMin = 300; distanceZoomMax = 300; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; begin1[] = {"\Roma\sound\R01_scoped_shot1.wss", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 1}; soundContinuous = 0; drySound[] = {"Ca\sounds\Weapons\rifles\dry", 0.01, 1, 10}; reloadMagazineSound[] = {"ca\sounds\weapons\rifles\reload-m16-3", 0.1, 1, 20}; minRange = 0; minRangeProbab = 0.1; midRange = 500; midRangeProbab = 0.7; maxRange = 1000; maxRangeProbab = 0.05; dispersion = 0.00012; magazines[] = {"R01_Mag"}; reloadTime = 1.1; backgroundReload = true; recoil = "recoil_single_primary_6outof10"; recoilProne = "recoil_single_primary_prone_5outof10"; value = 1000; aiRateOfFire = 3.0; // delay between shots at given distance aiRateOfFireDistance = 1000; }; class M22 : M16A2 { scope = 2; value = 0; displayName = "Model 1922 Kinston Automatic Rifle"; optics = 1; model = "\Roma\M22.p3d"; picture = "\Roma\gear\M22_icon.paa"; magazines[] = {"M22_20rnd"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M24.rtm"}; modes[] = {"manual", "close", "short", "medium", "far"}; class manual : Mode_FullAuto { recoil = "recoil_single_primary_7outof10"; recoilProne = "recoil_single_primary_9outof10"; dispersion = 0.006; begin1[] = {"\Roma\sound\M22_shot1", 1.77828, 1, 1000}; begin2[] = {"\Roma\sound\M22_shot2", 1.77828, 1, 1000}; begin3[] = {"\Roma\sound\M22_shot3", 1.77828, 1, 1000}; begin4[] = {"\Roma\sound\M22_shot4", 1.77828, 1, 1000}; begin5[] = {"\Roma\sound\M22_shot5", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5, "begin4", 0.5, "begin5", 0.5}; soundContinuous = 0; soundBurst = 0; minRange = 0; minRangeProbab = 0.3; midRange = 5; midRangeProbab = 0.58; maxRange = 10; maxRangeProbab = 0.04; showToPlayer = true; reloadTime = 0.109; }; class close : manual { burst = 5; aiRateOfFire = 0.5; // delay between shots at given distance aiRateOfFireDistance = 50; minRange = 10; minRangeProbab = 0.05; midRange = 20; midRangeProbab = 0.58; maxRange = 50; maxRangeProbab = 0.04; showToPlayer = false; }; class short : close { burst = 3; aiRateOfFire = 2; // delay between shots at given distance aiRateOfFireDistance = 300; minRange = 50; minRangeProbab = 0.05; midRange = 150; midRangeProbab = 0.58; maxRange = 300; maxRangeProbab = 0.04; }; class medium : close { burst = 4; aiRateOfFire = 3; // delay between shots at given distance aiRateOfFireDistance = 600; minRange = 200; minRangeProbab = 0.05; midRange = 400; midRangeProbab = 0.58; maxRange = 600; maxRangeProbab = 0.04; }; class far : close { burst = 6; aiRateOfFire = 5; // delay between shots at given distance aiRateOfFireDistance = 1000; minRange = 400; minRangeProbab = 0.05; midRange = 600; midRangeProbab = 0.4; maxRange = 900; maxRangeProbab = 0.01; }; aiDispersionCoefY = 21.0; aiDispersionCoefX = 21.0; }; }; class cfgVehicles { class ReammoBox; // External class reference class RIAWeaponBox : ReammoBox { scope = public; accuracy = 1000; // accuracy needed to recognize type of this target displayName = "Roman Imperial Army Weapons"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class R36_10rnd { magazine = "R36_10rnd"; count = 200; }; class R36_20rnd { magazine = "R36_20rnd"; count = 200; }; class MG35_60rnd { magazine = "MG35_60rnd"; count = 200; }; class MG1_150rnd { magazine = "MG1_150rnd"; count = 100; }; class R01_Mag { magazine = "R01_Mag"; count = 100; }; class M22_20rnd { magazine = "M22_20rnd"; count = 100; }; }; class TransportWeapons { class R36 { weapon = "R36"; count = 12; }; class R36_Carbine { weapon = "R36_Carbine"; count = 12; }; class R36_Para { weapon = "R36_Para"; count = 12; }; class MG39 { weapon = "MG39"; count = 12; }; class MG35 { weapon = "MG35"; count = 12; }; class MG1 { weapon = "MG1"; count = 12; }; class R01 { weapon = "R01"; count = 12; }; class R01_Scoped { weapon = "R01_Scoped"; count = 12; }; class M22 { weapon = "M22"; count = 12; }; }; }; }; Section focusing on the MG39: class MG39 : Rifle { scope = public; model = "\Roma\MG39.p3d"; picture = "\Roma\gear\MG39_icon.paa"; magazines[] = {"MG35_60rnd"}; displayName = "MG39 Submachine Gun"; dexterity = 1.75; drySound[] = {"\ca\Weapons\Data\Sound\AK47_dry_v1", 0.000316228, 1, 10}; reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\MP5_reload", 0.001, 1, 20}; distanceZoomMin = 50; distanceZoomMax = 50; value = 1000; initSpeed = 400; modes[] = {"FullAuto"}; handAnim[] = {"OFP2_ManSkeleton", "\Ca\weapons\data\Anim\M16GL.rtm"}; class FullAuto : Mode_FullAuto { begin1[] = {"\Roma\sound\MG39_shot1.wss", 1.77828, 1, 1000}; begin2[] = {"\Roma\sound\MG39_shot2.wss", 1.77828, 1, 1000}; begin3[] = {"\Roma\sound\MG39_shot3.wss", 1.77828, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5}; soundContinuous = 0; reloadTime = 0.1; ffCount = 1; recoil = "recoil_auto_primary_2outof10"; recoilProne = "recoil_auto_primary_prone_2outof10"; dispersion = 0.003; minRange = 0; minRangeProbab = 0.2; midRange = 20; midRangeProbab = 0.7; maxRange = 40; maxRangeProbab = 0.05; }; }; And a link to the P3D: http://www.speedyshare.com/files/23838309/MG39.p3d -
Small arms - bolt and magazine animation
RR_Raptor65 replied to RR_Raptor65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yeah, the MG39 and the M22 are the only two that fire from an open bolt, -0.09 for the MG39 and -0.085 for the M22. However when I tried this in-game the bolts no longer moved. I'll give your updated bolt animation a try. -
Small arms - bolt and magazine animation
RR_Raptor65 replied to RR_Raptor65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You're a life saver, the CfgSkeletons is what was confusing me, the sample Cfgs from BIS are very unclear about a lot of things and horribly messy. -
Small arms - bolt and magazine animation
RR_Raptor65 replied to RR_Raptor65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The problem with that is the files would all be binarized. -
I'm trying to add a new weapon to ArmA 2 for the first time, I have a rifle model in O2 ready to go in-game but I haven't got a clue how to set up a model.cfg so I can start shooting enemies with my rifle in ArmA 2. The model is literally the last piece of the puzzle, I've already tested the weapon scripts with a placeholder model and it's all good to go. I spent the better part of the day trying to find a guide or tutorial on the model.cfg but between Google and the forum search I've only found vague references probably meant for people who already have experience in ArmA modding. I'm at a loss and on the verge of abandoning ArmA 2 all together. So this is a last ditch attempt to sort this out. Here is the .p3d file is anyone is willing to check my work: http://www.speedyshare.com/files/21669604/R36.p3d
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Model.cfg has me at a loss
RR_Raptor65 replied to RR_Raptor65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Much appreciated! The rifle is in the game and working perfectly now, muzzle flash and all. Can't guarantee I won't be back when I tackle adding my tanks and aircraft though.