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Showing results for tags 'pistol'.
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Shooting Range Scripts work in editor but not on Server
McIntire posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm making a post after looking through a few topics and consulting with one of my contacts. We have tried a number of fixes, but none have solved the problem. Scenario: There is a rifle qualification range and a pistol qualification range on the same mission. Controls are linked to scripts via addAction to either raise targets at 1 of 3 set distances at the rifle range or to raise the pistol targets in sequence. The rifle targets need to reset after being hit, while the pistol targets need to stay down after being hit. Problem: Through various scripts, I was able to get the ranges to work properly when loaded in the editor. However, on the server, the combinations will either make all the targets pop up or stay down despite trying a number of combinations. Attempts: Since one of the topics I found mentioned locality, I tried implementing if (isServer) line in pistol range scripts - Scripts would not work at all on server. Also tried moving nopop = true/false; into target objects' init lines - Does not work. Moving nopop = false; line to rifle range scripts - Targets initially in up position, stay down when hit. Upon executing scripts, will reset as intended in editor, but not in server. Moved lines from init.sqf into range.sqf file executed from init.sqf - Organizes it better but does not address issue. Scripts: There is a execVM "range.sqf"; line in the init.sqf file which calls the range.sqf script: One of the rifle range scripts: Pistol Range Script: There are also scripts to reset the ranges after use, but those are working as intended so I don't think I need to post them. -
Hiya everyone. I've decided to get back into modding after a long hiatus, creating a small weapon pack to kick things off. This mod adds the M9 9 mm, a handgun chambered in 9x21 mm, and comes in 6 different color variants. I wanted to create this mod because I've always been a fan of the M9 platform, and thought a M9A3 look-alike would fit nicely with Arma 3's futuristic setting. The mod was made in around 6 hours, so if you encounter any bugs please let me know. I haven't been able to do much because of real-life getting in the way; my cat that I've had since I was three was diagnosed with diabetes, final exams and my sophomore year wrapping up, and a lot of other depressing stuff. Download
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Yesterday I finally sat down and tried to import a weapon into A3 (I'm still fairly new at VBS). Today I've got the majority of it working fine, however I'm stuck on one part — getting the magazine removal/inserting working correctly. On A3's pistols the animation is smooth and precise; which I am unable to replicate (and the variables in use confuse me). More generally: I'm importing this model (image, webGL view) into arma. This (gfycat) is where I am at currently. Note that the magazine extracts partially, but no new magazine appears to be inserted. This is the relevant code from the model.cfg: class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.01; maxValue = 0.1;//0.1 works offset0 = 0.0; offset1 = 0.55;//0.5 works }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.57; maxValue = 0.62; offset0 = 0.0; offset1 = -0.5; }; (which was appropriated from the arma 3 weapon sample). So the first section (move_1) is causing difficulties. The minValue, maxValue and offset1 lines are hard to understand. Currently I've been playing with their values one by one to try and get to where I am now. Ideally the animation would extract the magazine further before it despawns, but if I increase the offset1 value, (which does that), when the magazine is inserted at the end of the anim, it "jumps" downwards out of the gun / through your hand. I've yet to get the magazine to appear when inserting either; which I assume has to do with the move_2 section. So.. how do you get the correct values for this? How do minValue, maxValue and offset work together to change the location of the magazine during the anim? Am I meant to keep "guessing" until it looks right? Or is there some tool to do this? (Or would it relate to the magazine's height or something?) Any insight would be appreciated. If I can config this properly I might release it as a sample asset for the community (one of the frustrations I've had with vbs so far is the lack of documentation, samples and quality tutorials). It's also a shame that there's no "safe" mode in arma by default as I would've liked to have had the safety work, but oh well.
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- model.cfg
- reloadmagazine
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