dinoboy123
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Simple Issue Inserting Sample Arma 1 Models into Arma 2
dinoboy123 posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I'm gaining a better understanding of how config files work on implementing the weapon in game. However the one issue I have left is implementing my own models in the arma engine. I downloaded custom ak models with the cfg files and they work fine in game. However, when I try to swap the original model file with the ak from arma 1 the gun is invisible and fires sideways. This issue also occurs with models from arma 2 and with my customized models. All models are in the same pbo addon file. I assume this is an issue with placement of the weapon relative to the player, and can only be resolved in config file. However, I have looked over the file several times and cannot see why changing the models is an issue. Thanks for any help! Here is the config file for reference, thanks to Lux for the awesome ak pack! //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class ak_74_luxs : config.bin{ class CfgWeapons { class AKS_74_kobra; class AK_74; class Svd; class Aks_74_Lux_Wstock: AKS_74_kobra { displayName = "Andy_Aks74_Lux_Stock_Handle"; scope = 2; model = "\Ak_74_Luxs\models\aks74usample"; Picture = "\Ak_74_Luxs\PICS\Aks74_Lux_Stock_Handle.paa"; magazines[] = {"30Rnd_545x39_AK"}; modelOptics = "-"; handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons\data\Anim\Mk48.rtm"}; irDistance = 100; weaponInfoType = "RscWeaponEmpty"; discreteDistance[] = {300}; discreteDistanceInitIndex = 0; }; class Aks_74_lux_Marksmans: AK_74 { scope = 2; displayName = "Andy_Aks74_Exclusive_Marksman"; model = "\Ak_74_Luxs\models\Aks_74_Lux_Marksmans.p3d"; magazines[] = {"Luxs_556Mag"}; Picture = "\Ak_74_Luxs\PICS\Aks_74_lux_Marksmans.paa"; handAnim[] = {"OFP2_ManSkeleton","\Ca\weapons\Data\Anim\AK.rtm"}; modelOptics = "\ca\weapons\optika_snpiere"; opticsPPEffects[] = {"OpticsCHAbera3","OpticsBlur3"}; UiPicture = "\CA\weapons\data\Ico\i_sniper_CA.paa"; modes[] = {"Single","FullAuto"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; opticsZoomInit = 0.0623; opticsZoomMin = 0.0623; opticsZoomMax = 0.0623; distanceZoomMin = 200; distanceZoomMax = 200; }; class Aks_74_Lux_bayonet: AKS_74_kobra { displayName = "Aks74_Andy_Exclusive(Bayonet)"; model = "\Ak_74_Luxs\models\Aks_74_Lux_Bayonet.p3d"; magazines[] = {"30Rnd_545x39_AK"}; Picture = "\Ak_74_Luxs\PICS\Aks74_Lux_Stock_Bayonet.paa"; modelOptics = "-"; }; }; class cfgVehicles { class ReammoBox; class Lux_Box: ReammoBox { scope = 2; accuracy = 1000; displayName = "Lux_box"; model = "\ca\weapons\AmmoBoxes\USBasicWeapons.p3d"; class TransportMagazines { class 30Rnd_545x39_AK { magazine = "30Rnd_545x39_AK"; count = 200; }; class Luxs_556Mag { magazine = "Luxs_556Mag"; count = 200; }; }; class TransportWeapons { class Aks_74_lux_Wstock { weapon = "Aks_74_lux_Wstock"; count = 12; }; class Aks_74_lux_Marksmans { weapon = "Aks_74_lux_Marksmans"; count = 12; }; class Aks_74_Lux_bayonet { weapon = "Aks_74_Lux_bayonet"; count = 12; }; }; }; }; class CfgPatches { class Ak_Luxs { units[] = {}; Magazines[] = {"Luxs_556Mag"}; weapons[] = {"Aks_74_lux_Wstock","Aks_74_lux_Marksmans","Aks_74_Lux_bayonet"}; requiredVersion = 1.54; requiredAddons[] = {}; }; }; class CfgAmmo { class B_545x39_Ball; class lunxs_556ball: B_545x39_Ball { hit = 12; indirectHit = 0; indirectHitRange = 0; cartridge = "FxCartridge_556"; visibleFire = 22; audibleFire = 18; visibleFireTime = 3; cost = 1.2; airLock = 1; model = "\ca\Weapons\Data\bullettracer\tracer_green"; tracerScale = 0; tracerStartTime = 0; tracerEndTime = -1; airFriction = -0.001; }; }; class CfgMagazines { class Default; class CA_Magazine: Default{}; class 10Rnd_762x54_SVD: CA_Magazine{}; class Luxs_556Mag: 10Rnd_762x54_SVD { displayName = "Luxs_556"; picture = "\Ak_74_Luxs\PICS\Luxs_556Mag.paa"; ammo = "lunxs_556ball"; count = 10; initSpeed = 870; tracersEvery = 0; descriptionShort = "Caliber 545x39 10rnd Used in Aks74_Exclusive_Marksman"; }; }; //}; -
Newbie having Trouble With simple Config File edits
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
thanks to both you guys! Im attempting the model again using the editor and will let you know how it goes ---------- Post added at 00:12 ---------- Previous post was at 00:05 ---------- using the init I receive message "No entry 'bin\config.bin/CfgWeaons.ANDY_G36'. guessing this means I put the pbo in the wrong spot where arma cannot find it, or messed up the config file but I'll keep messing around. Sorry that I keep getting more errors than solutions lol -
Newbie having Trouble With simple Config File edits
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
sorry, for the string of newbie questions. In the past I have been just adding the files i created directly into addons. Does the virtual p drive do the same or is it just a temporary workspace I copy and pasted the pbo containing your edited cfg, the G36 model from Arma 1 Sample Weapons, but no data file with the texture. Nothing pops up under armory, so now I'm still confused since your cfg clearly gives a name for arma to recognize. -
Newbie having Trouble With simple Config File edits
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks a ton for the clarification! I will try again as soon as I get home from work. I have yet to make new texture files, so could the model be loaded as blank white and function without any textures while i test it in the mean time?