• Position


    Bonjour , j’ai créer une hache et j’ai réussi à la mettre in game , le problème est que je n’arrive pas à faire en sorte que le mec tienne la hache comme un pistolet ( pourtant il est déclaré comme un pistolet )
    http://hpics.li/bd440a4

    Merci de votre réponse

  • C est l animation qu il faut declarer comme un pistolet !

  • Ok, je le trouve bien dans le fichier config ?

  • Tout ce fait dans ton config.cpp

  • ok merci :)

  • Dites , je ne trouve pas la ligne à modifier. J’ai testé un flashball que j’ai fait in-game mais la main est mal placé par rapport à la poignée.
    Donc j’aimerais savoir ou modifier l’animation pour la main et comment trouvé l’animation. Je vous remercie :)

    #include "basicdefines_A3.hpp"
    class CfgPatches
    {
    	class flashball 
    	{
    		units[]={};
    		weapons[]={"flashball"};
    		requiredVersion=0.1;
    		
    	};
    };
    /// All firemodes, to be sure
    class Mode_SemiAuto;
    class Mode_Burst;
    class Mode_FullAuto;
    
    /// Weapon slots
    class SlotInfo;
    class MuzzleSlot;
    class CowsSlot;
    class PointerSlot;
    class UnderBarrelSlot;
    
    #include "cfgRecoils.hpp" /// specific recoil patterns for this rifle
    #include "cfgMagazines.hpp" /// specific magazines for this rifle
    #include "cfgAmmo.hpp" /// specific ammo for this rifle
    
    class CfgWeapons
    {
    	class Rifle;
    	class Rifle_Base_F: Rifle
    	{
    		class WeaponSlotsInfo;
    		class GunParticles;
    	};
    	class UGL_F;
    
    	class flashball: Rifle_Base_F /// Just basic values common for all testing rifle variants
    	{
    		magazines[] = {flashballmag}; /// original custom made magazines and a group of several standardized mags
    		reloadAction = "GestureReloadMX"; /// MX hand animation actually fits this rifle well
    		magazineReloadSwitchPhase = 0.4; /// part of reload animation when new magazine ammo count should affect "revolving" animation source
    		discreteDistanceInitIndex = 0; /// Ironsight zeroing is the lowest value by default
    
    		// Size of recoil sway of the cursor
    		maxRecoilSway=0.0125;
            // Speed at which the recoil sway goes back to zero (from maxRecoilSway to 0 in 1/swayDecaySpeed seconds)
            swayDecaySpeed=1.25;
    		/// inertia coefficient of the weapon
    		inertia = 0.5;
    
    		/// positive value defines speed of the muzzle independent on the magazine setting, negative value is a coefficient of magazine initSpeed
    		initSpeed = -1; /// this means that initSpeed of magazine is used
    
    		class GunParticles : GunParticles
    		{
    			class SecondEffect
    			{
    				positionName = "Nabojnicestart";
    				directionName = "Nabojniceend";
    				effectName = "CaselessAmmoCloud";
    			};
    		};
    
    		class WeaponSlotsInfo: WeaponSlotsInfo
    		{
    			class MuzzleSlot: MuzzleSlot
    			{
    				linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; 	/// this can be set, but having some common helps a bit
    				compatibleItems[] = {"test_suppressor"}; 				/// A custom made suppressor for this weapon
    				iconPosition[] = {0.0, 0.45};							/// position of the slot icon inside of the weapon icon, relative to top-left corner in {right, down} format
    				iconScale = 0.2;										/// scale of icon described in iconPicture
    				iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; 	/// icon for selected slot
    				iconPinpoint = "Center"; 										/// top, bottom, left, right, center alignment of the icon on snap point
    			};
    			class CowsSlot: CowsSlot /// default accessories for this slot
    			{
    				iconPosition[] = {0.5, 0.35};
    				iconScale = 0.2;
    			};
    			class PointerSlot: PointerSlot /// default accessories for this slot
    			{
    				iconPosition[] = {0.20, 0.45};
    				iconScale = 0.25;
    			};
    			class UnderBarrelSlot: UnderBarrelSlot /// using test bipod
    			{
    				iconPosition[] = {0.2, 0.7};
    				iconScale = 0.2;
    				compatibleItems[] = {"bipodf"};
    			};
    		};
    
    /////////////////////////////////////////////////////  I R O N S I G H T S  /////////////////////////////////////////////////////
    		opticsZoomMin=0.375;
    		opticsZoomMax=1.1;
    		opticsZoomInit=0.75;
    
    		distanceZoomMin = 300;
    		distanceZoomMax = 300;
    /////////////////////////////////////////////////////  I R O N S I G H T S  /////////////////////////////////////////////////////
    
    		descriptionShort = "Flashball servant a neutralisé les voleurs de cookies"; /// displayed on mouseOver in Inventory
    		handAnim[] = {"OFP2_ManSkeleton", "\A3\Weapons_F\Rifles\MX\data\Anim\MX_gl.rtm"}; /// MX hand animation actually fits this rifle well
    		dexterity = 1.8;
    
    //caseless ammo//
    		caseless[] = {"",1,1,1};  /// no sound of ejected brass
    		soundBullet[] = {caseless,1};
    
    		selectionFireAnim = "muzzleFlash"; /// are we able to get rid of all the zaslehs?
    
    		modes[] = {Single, FullAuto, fullauto_medium, single_medium_optics1, single_far_optics2}; /// Includes fire modes for AI
    
        ////////////////////////////////////////////////////// NO OPTICS ///////////////////////////////////////////////////////////
    
    		class Single: Mode_SemiAuto /// Pew
    		{
    			// the new parameter to distinguish muzzle accessories type
    			sounds[] =
    			{
    				StandardSound, // default sound
    			
    			};
    
    			class BaseSoundModeType /// I am too lazy to copy this twice into both standard and silenced sounds, that is why there is a base class from which both inherit (and sound of closure stays the same no matter what muzzle accessory is used)
     			{
     				weaponSoundEffect  = "DefaultRifle";
     
     				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10};
     				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10};
     				soundClosure[]={closure1,0.5, closure2,0.5};
     			};
     
     			class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
     			{
     				begin1[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_1b", db0, 1,500};
     				begin2[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_2b", db0, 1,500};
     				begin3[]={"A3\Sounds_F\weapons\SMG_02\SMG_02_st_3b", db0, 1,500};
     				soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34};
     			};
     
     			
    
    			reloadTime = 0.096; /// means some 625 rounds per minute
    			dispersion = 0.00087; /// A bit less than 3 MOA
    
    			recoil = "recoil_single_Test_rifle_01"; /// defined in cfgRecoils
    			recoilProne = "recoil_single_prone_Test_rifle_01"; /// defined in cfgRecoils
    
    			minRange = 2; minRangeProbab = 0.5; 	/// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
    			midRange = 200; midRangeProbab = 0.7; 	/// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
    			maxRange = 400; maxRangeProbab = 0.3; 	/// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
    		};
    
    		class FullAuto: Mode_FullAuto /// Pew-pew-pew-pew-pew
    		{
    			sounds[] =
    			{
    				StandardSound,
    				SilencedSound
    			};
    
    			class StandardSound
    			{
    				soundSetShot[] =
    				{
    					Test_Weapon_01_Shot_SoundSet,
    					Test_Weapon_01_Tail_SoundSet
    				};
    			};
    
    			class SilencedSound
    			{
    				soundSetShot[] =
    				{
    					Test_Weapon_01_silencerShot_SoundSet,
    					Test_Weapon_01_silencerTail_SoundSet
    				};
    			};
    
    			reloadTime = 0.096;
    			dispersion = 0.00087;
    
    			recoil = "recoil_auto_Test_rifle_01"; /// defined in cfgRecoils
    			recoilProne = "recoil_auto_prone_Test_rifle_01"; /// defined in cfgRecoils
    
    			minRange = 0; minRangeProbab = 0.9;
    			midRange = 15; midRangeProbab = 0.7;
    			maxRange = 30; maxRangeProbab = 0.1;
    
    			aiRateOfFire = 0.000001;
    		};
    
    		class fullauto_medium: FullAuto /// Pew, pew, pew only for AI
    		{
    			showToPlayer = 0;
    			burst = 3;
    
    			minRange = 2; minRangeProbab = 0.5;
    			midRange = 75; midRangeProbab = 0.7;
    			maxRange = 150; maxRangeProbab = 0.05;
    
    			aiRateOfFire = 2.0;
    			aiRateOfFireDistance = 200;
    		};
        //////////////////////////////////////////////////// OPTICS //////////////////////////////////////////////////
    
    		class single_medium_optics1: Single /// Pew for AI with collimator sights
    		{
    			requiredOpticType = 1;
    			showToPlayer = 0;
    
    			minRange = 2; minRangeProbab = 0.2;
    			midRange = 450; midRangeProbab = 0.7;
    			maxRange = 600; maxRangeProbab = 0.2;
    
    			aiRateOfFire = 6;
    			aiRateOfFireDistance = 600;
    		};
    
    		class single_far_optics2: single_medium_optics1	/// Pew for AI with better sights
    		{
    			requiredOpticType = 2;
    			showToPlayer = 0;
    
    			minRange = 100; minRangeProbab = 0.1;
    			midRange = 500; midRangeProbab = 0.6;
    			maxRange = 700; maxRangeProbab = 0.05;
    
    			aiRateOfFire = 8;
    			aiRateOfFireDistance = 700;
    		};
    
    		
    
    		aiDispersionCoefY=6.0; /// AI should have some degree of greater dispersion for initial shoots
    		aiDispersionCoefX=4.0; /// AI should have some degree of greater dispersion for initial shoots
    		drySound[]={"A3\sounds_f\weapons\Other\dry_1", db-5, 1, 10}; /// custom made sounds
    		reloadMagazineSound[]={"A3\sounds_f\weapons\reloads\new_MX",db-8,1, 30}; /// custom made sounds
    	};
    
    	class flashballw: flashball
    	{
    		scope = 2; /// should be visible and useable in game
    		displayName = "FlashBall"; /// some name
    		model = "\flashball\flashball.p3d"; /// path to model
    
    		picture = "\Samples_f\Test_weapon_01\Data\UI\gear_test_weapon_01_X_CA.paa"; /// different accessories have M, S, T instead of X
    		UiPicture = "\A3\Weapons_F\Data\UI\icon_gl_CA.paa"; /// weapon with grenade launcher should be marked such way
    
    		weaponInfoType = "RscWeaponZeroing"; /// display with zeroing is good for iron sights
    
    		muzzles[] = {this, Test_GL_F}; /// to be able to switch between bullet muzzle and TGL
    
    		class WeaponSlotsInfo: WeaponSlotsInfo
    		{
    			mass = 100; /// some rough estimate
    		};
    	};
    
    	/**** SLOTABLE WEAPONS ****/
    
    	class Test_weapon_01_holo_pointer_F: flashballw /// standard issue variant with holo optics and laser pointer
    	{
    		class LinkedItems
    		{
    			class LinkedItemsOptic
    			{
    				slot = "CowsSlot";
    				item = "optic_Holosight";
    			};
    			class LinkedItemsAcc
    			{
    				slot = "PointerSlot";
    				item = "acc_pointer_IR";
    			};
    		};
    	};
    
    	/// include accessory from separate file to not clutter this one
    	#include "accessory.hpp"
    };
    ``.
  • @Nathan-Alvarez
    Aides toi des arma samples, tu as un modèle d’arme, tu accordes la position de ton modèle sur celui de l’arme.

  • Je l’ai fait à partir d’arma Samples , mais ca se passe sur object builder ou le config ?

  • Aucune idée ?

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