Jump to content

Search the Community

Showing results for tags 'bolt'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Server tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Virolahti
  • TKO's Livonia
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 1 result

  1. The other day I threw together a very simple gun just to try and learn how to get it into Arma 3. The model appears correctly and it functions but the muzzle flash is simply frozen (http://i.imgur.com/ZNjJVSY.jpg) and the bolt doesn't move. I followed Zachs tutorial on making weapons, and I based my model.cfg on the one he included. In Object Builder, I added a proxy with \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20 and a selection of the proxy called zasleh (http://i.imgur.com/0hzTG8n.png). For the muzzleflash (Zachs guide didn't include one) I copied the relevant lines from the Arma Tools example weapon. In the config.cpp, there is selectionFireAnim = "zasleh"; I'm sure I did something wrong, but I just can't see what. I've included the entire model.cfg hoping someone can spot the issue. class CfgSkeletons { class Default { isDiscrete=0; skeletonInherit=""; skeletonBones[]={}; }; class tb_arifle_m16a4_base: Default { skeletonBones[]= { "magazine", "", "bolt", "", "zasleh", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class tb_arifle_m16a4_base: Default { sections[]= { "magazine", "zasleh", "bolt" }; skeletonName="tb_arifle_m16a4_base"; class Animations { }; }; class Test_weapon_01_F: tb_arifle_m16a4_base { class Animations { class zaslehROT { type="rotation"; source="clockMinute"; sourceAddress="loop"; selection="zasleh"; begin="usti hlavne"; end="konec hlavne"; memory=1; minValue=0.0166665; maxValue=0.016666666666666666666666666666667; angle0="rad 0"; angle1="rad 360"; }; //ALSO TRY THIS class muzzleFlashROT //{ // type="rotationX"; // source="ammoRandom"; //use ammo count as phase for animation // sourceAddress="loop"; //loop when phase out of bounds // selection="muzzleFlash"; //selection we want to rotate // axis=""; //no own axis - center of rotation is computed from selection // centerFirstVertex=true; //use first vertex of selection as center of rotation // minValue=0; // maxValue=4; //rotation angle will be 360/4 = 90 degrees // angle0="rad 0"; // angle1="rad 360"; //}; class magazine_reload_move_1 { type="translation"; source="reloadMagazine"; selection="magazine"; axis="magazine_axis"; minValue=0.145; maxValue=0.2; offset0=0; offset1=0.40000001; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue= 0; maxValue=1; minPhase= 0; maxPhase=1; hideValue=1; sourceAddress="mirror"; }; class bolt_empty { type="translation"; source="isempty"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; class bolt_empty_1 { type="translation"; source="reloadMagazine"; selection="bolt"; memory=1; sourceAddress="clamp"; minValue=0; maxValue=1; begin="bolt_start"; end="bolt_end"; offset0=0; offset1=1; }; { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class bolt_reload_begin { type="translation"; source="reloadMagazine"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.1; maxValue=0.15; offset0=0; offset1=0.5; }; class bolt_reload_end:bolt_reload_begin { minValue=0.980000; maxValue=1.000000; offset0=0; offset1=-0.5; }; }; }; };
×