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arremba_san_zorzo

Zasleh, Out of ammo and wound

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Hi, i have three last bugs with my beretta rifle WIP.

1)The position of zasleh is unstable, sometime is in the right position, sometime is at the foots of the soldier.

2)I have setted new magaziens and ammo, my rifle shoots regular and have the right number of magazines but the soldier says "Out of ammo".

3)As the tutorial of AOS, i have setted the soldier. He run, but have not wounds.

Someone knows this kinds of problems and knows how to help me?

Thank

Arremba San Zorzo

below an extract of the config:

\\\\\\\\\\\\\\\\\STARTOF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\

#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches

{

class ar7090

{

units[] =

{

ASZ_rifleman_ar7090,

........................................................

};

weapons[] =

{

ar7090,

........................................................

};

requiredVersion = 1.07;

               requiredAddons[]={};

};

};

class CfgAddons

{

access = ReadOnly;

class PreloadBanks {};

class PreloadAddons

{

class ASZ_AR7090_Added

{

list[] = {"ar7090_rifle"};

};

};

};

class CfgVehicleClasses

{

class ar7090_rifle

{

displayName = "PedagneMOD - EI weapons";

};

};

class CfgSkeletons

{

       class Default;

       class Head

       {

               isDiscrete = 0;

               skeletonInherit = "";

               skeletonBones[] = {

"neck","","neck1","neck","head","ne

ck1","lBrow","head","mBrow","head","rBro

w","head","lMouth","head","mMouth","head

","rMouth","head","eyelids","head","LLip

","head"

};

       };

       class OFP2_ManSkeleton

       {

                isDiscrete = 0;

                skeletonInherit = "Head";

                skeletonBones[] =

{"weapon","","launcher","","Camera",&amp

;quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

amp;

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;

;,"","LeftHandPinky2","","LeftHandPinky3","&a

mp;q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&a

mp;q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

amp;

quot;","RightHandRing1","","RightHandRing2","&quot

;

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am

p;qu

ot;,"","LeftLeg","","LeftLegRoll","",&am

p;qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&a

mp;q

uot;};

       };

       class Flag: Default {};

       class FlagCarrier: Default

       {

                skeletonInherit = "Default";

                skeletonBones[] = {"stozar","","vlajka",""};

       };

class ar7090

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]=

{

"bolt","","trigger","","magazine","

","follower","magazine","bullet01","magazine"

,"bullet02","magazine","bullet03","magazine"

};

};

..........................................................................................

........

};

class CfgMovesMaleSdr;

class BI_PeopleMoves : CfgMovesMaleSdr

{

           skeletonName = "OFP2_ManSkeleton";

           collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};

           collisionGeomCompPattern[] = {1, 3, 6};

};

class CfgModels

{

       class Default

{

sections[] = {};

sectionsInherit="";

};

       class flag_vojak : Default

       {

               sections[] = {"latka"};

       };

       class Head: Default

       {

               skeletonName = "Head";

               sections[] = {"swap_hhl","hide_eyewear"};

               sectionsInherit="";

       };

       class ASZ_EIsoldier: Default

       {

               skeletonName = "OFP2_ManSkeleton";

               sectionsInherit="Head";

               sections[] =

{"weapon","","launcher","","Camera",&amp

;quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

amp;

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;

;,"","LeftHandPinky2","","LeftHandPinky3","&a

mp;q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&a

mp;q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

amp;

quot;","RightHandRing1","","RightHandRing2","&quot

;

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&am

p;qu

ot;,"","LeftLeg","","LeftLegRoll","",&am

p;qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&a

mp;q

uot;};

       };

       class ASZ_rifleman_ar7090: ASZ_EIsoldier{};

class Weapon: default {};

//AR7090

class ar7090: Weapon

{

skeletonName="ar7090";

class Animations

{

class reload_magazine_hide

{

type="hide";

source="reloadMagazine";

selection="magazine";

hidevalue="0.2";

};

class reload_magazine_release

{

type="rotationZ";

source="reloadMagazine";

selection="magazine";

axis="magazine_axis";

minValue=0.1;

maxValue="1";

angle0="0";

angle1="rad -2";

};

class hide_bullet_01

{

type="hide";

source="reloadMagazine";

selection="bullet01";

hidevalue="0.01";

};

class hide_bullet_02 : hide_bullet_01

{

selection="bullet02";

};

class hide_bullet_03 : hide_bullet_01

{

selection="bullet03";

};

class bolt

{

type="translationX";

source="reload";

selection="bolt";

axis="bolt_axis";

begin="bolt_axis_begin";

end="bolt_axis_end";

minValue=0;

maxValue=".065";

offset0="0";

offset1=".2";

};

class bolt_back

{

type="translationX";

source="isEmpty";

selection="bolt";

axis="bolt_axis";

begin="bolt_axis_begin";

end="bolt_axis_end";  

minValue=0;

maxValue=".065";

offset0="0";

offset1=".2";

};

class trigger

{ type="rotationZ";

source="reload";

selection="trigger";

axis="trigger_axis";

minValue=0;

maxValue="2";

angle0="0";

angle1="-2";

};

class follower

{

type="rotation";

source="revolving";

selection="follower";

begin="bullets_axis_begin";

end="bullets_axis_end";

minValue=0;

maxValue="1";

angle0="rad .06";

angle1="0";

};

class bullet_01

{

type="rotation";

source="revolving";

selection="bullet01";

begin="bullets_axis_begin";

end="bullets_axis_end";

minValue=0.8;

maxValue="1";

angle0="rad .02";

angle1="0";

};

class bullet_02

{

type="rotation";

source="revolving";

selection="bullet02";

begin="bullets_axis_begin";

end="bullets_axis_end";

minValue=0.33;

maxValue="1";

angle0="rad .04";

angle1="0";

};

class bullet_03

{

type="rotation";

source="revolving";

selection="bullet03";

begin="bullets_axis_begin";

end="bullets_axis_end";

minValue=0;

maxValue="1";

angle0="rad .06";

angle1="0";

};

};

sectionsInherit = "weapon";

sections[] = {"zasleh"};  

};

..........................................................................

};

class CfgAmmo

{

class Default; // External class reference

class BulletBase; // External class reference

class B_9x19_SD; // External class reference

class B_9x19_Ball; // External class reference

class B_556x45_Ball; // External class reference

class B_556x45_SD; // External class reference

class B_9x19_PM12_Ball : B_9x19_Ball

{

hit = 8;

cartridge = "FxCartridge_Small";

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 365;

airFriction = -0.001000;

};

class B_9x19_PM12_SD : B_9x19_SD

{

hit = 7;

cartridge = "FxCartridge_Small";

visibleFire = 0.035;

audibleFire = 0.035;

visibleFireTime = 2;

cost = 5;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 320;

airFriction = -0.001000;

};

class B_556x45_AR7090_Ball : B_556x45_Ball

{

hit = 8; //edit was 8

cartridge = "FxCartridge";

indirectHit = 0;

indirectHitRange = 0;

visibleFire = 18;

audibleFire = 18;

visibleFireTime = 3;

cost = 1;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

airFriction = -0.000850;

};

class B_556x45_AR7090_SD : B_556x45_SD

{

hit = 7; //edit was 8

cartridge = "FxCartridge";

indirectHit = 0;

indirectHitRange = 0;

visibleFire = 0.1;

audibleFire = 0.1;

visibleFireTime = 2;

cost = 1;

tracerColor[] = {0, 0, 0, 0};

tracerColorR[] = {0, 0, 0, 0};

typicalSpeed = 320;

airFriction = -0.000850;

};

};

class CfgMagazines

{

    class Default; // External class reference

class CA_Magazine; // External class reference

class 20Rnd_556x45_Stanag; // External class reference

class 30Rnd_556x45_Stanag; // External class reference

class 30Rnd_556x45_StanagSD; // External class reference

class 30Rnd_9x19_MP5; // External class reference

class 30Rnd_9x19_MP5SD; // External class reference

class 30Rnd_9x19_PM12 : 30Rnd_9x19_MP5

{

displayName = "9mm x19 PM12 30 Rounds Magazine";

ammo = "B_9x19_PM12_Ball";

count = 30;

initSpeed = 450;

picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";

};

class 30Rnd_9x19SD_PM12 : 30Rnd_9x19_MP5SD

{

displayName = "9mm x19 PM12 SD 30 Rounds Magazine";

ammo = "B_9x19_PM12_SD";

count = 30;

initSpeed = 320;

picture="\ASZ_Beretta\data\ico\m_pm12_ca.paa";

};

class 30Rnd_AR7090mag : 30Rnd_556x45_Stanag

{

scope = 2;

displayName = 5.56 Nato 30;

type = 16;

ammo = "B_556x45_AR7090_Ball";

count = 30;

initSpeed = 938;

picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";

};

class 20Rnd_AR7090mag : 20Rnd_556x45_Stanag

{

scope = 2;

displayName = 5.56 Nato 30;

type = 16;

ammo = "B_556x45_AR7090_Ball";

count = 20;

initSpeed = 938;

picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";

};

class 30Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD

{

scope = 2;

displayName = 5.56 Nato 30SD;

type = 16;

ammo = "B_556x45_AR7090_SD";

count = 30;

initSpeed = 320;

picture = "\ca\weapons\data\equip\m_30stanag_CA.paa";

};

class 20Rnd_AR7090mag_SD : 30Rnd_556x45_StanagSD

{

scope = 2;

displayName = 5.56 Nato 20SD;

type = 16;

ammo = "B_556x45_AR7090_SD";

count = 20;

initSpeed = 320;

picture = "\ca\weapons\data\equip\m_20stanag_CA.paa";

};

};

class Mode_SemiAuto; // External class reference

class Mode_FullAuto; // External class reference

class Mode_Burst; // External class reference

class cfgWeapons

{

class Default; // External class reference

class Rifle;  //External class reference

class GrenadeLauncher : Default {};

class M4 : Rifle {};

class M4SPR : M4 {};

//AR7090

class M16A2 : Rifle {};

class ar7090 : M16A2

{

scope = 2;

value = 0;

model = "\ASZ_Beretta\ar7090";

displayName = Beretta AR 7090;

initSpeed=938;

opticsZoomMin = 0.3;

opticsZoomMax = 0.42;

optics = 1;

picture = "\ASZ_Beretta\data\ico\w_ar7090_ca.paa";

drySound[] = {"\ASZ_Beretta\sound\scsdry.wav",0.000316,1};

reloadMagazineSound[] = {"\ASZ_Beretta\scs90Reload.wav",0.010000,1};

magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag_SD","30Rnd_556x45_Stanag&quot

;

;,"30Rnd_556x45_StanagSD","20Rnd_AR7090mag","20Rnd_AR7090mag_SD&a

mp;q

uot;,"20Rnd_556x45_Stanag"};

modes[]={"Single","Burst","FullAuto"};

class Single : Mode_SemiAuto

{

sound[] = {"\ASZ_Beretta\sound\scs90Single.wav",7.943283,1};

reloadTime = 0.1;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

dispersion = 0.001;

minRange = 2;

minRangeProbab = 0.1;

midRange = 250;

midRangeProbab = 0.7;

maxRange = 400;

maxRangeProbab = 0.05;

};

class Burst: Mode_Burst

  {

  sound[] = {"\ASZ_Beretta\sound\scs90Burst2.wav",10.000000,1};

  recoil = "assaultRifleBase";

  recoilProne = "assaultRifleBase";

  dispersion = 0.002500;

  };

class FullAuto : Mode_FullAuto

{

sound[] = {"\ASZ_Beretta\sound\scs90Burst.wav",5.623414,1};

reloadTime = 0.08;

ffCount = 30;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

dispersion = 0.0035;

minRange = 2;

minRangeProbab = 0.1;

midRange = 50;

midRangeProbab = 0.7;

maxRange = 60;  

maxRangeProbab = 0.05;

};

class Library

{

libTextDesc = "The Beretta AR7090 assault rifle is the basic rifle of Italian Army. It uses a small, high velocity round with low recoil and good armor penetration, effective to about 500m.";

};

};

........................................................................................

};

class CfgVehicles

{

            class Land;

            class Man: Land

            {

                        class ViewPilot;

            };

            class CAManBase;

            class SoldierWB;

class All

{

hideWeaponsCargo = 1;

};

//AR7090

class ASZ_rifleman_ar7090 : SoldierWB

{

vehicleClass = "ar7090_rifle";

                       moves="BI_PeopleMoves";

                       accuracy=5;

displayName = "E.I. soldier (BDU) with AR7090";

model = "\ASZ_Beretta\ASZ_EIsoldier";

scope = public;

weapons[] = {"ar7090","M9", "throw", "Put"};

magazines[] = {"30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag", "30Rnd_AR7090mag","30Rnd_AR7090mag","30Rnd_AR7090mag","

15Rnd_9x19_M9", "15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade","HandGren

ade","HandGrenade","HandGrenade"};

                       threat[] = {1, 0.1, 0.1};

                       class Wounds

{

                        tex[]={};

                               mat[] =

{

"ASZ_Beretta\soldier\ei_molle_webbings.rvmat",

"ca\characters\data\np_hhl_wound2.rvmat",

"ASZ_Beretta\soldier\ei_soldier_body.rvmat",

"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",

"ca\characters\data\np_soldier_b_body_wound2.rvmat",

"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",

"ASZ_Beretta\soldier\us_hhl.rvmat"

};

                       };

};

..........................................................................................

...

};

\\\\\\\\\\\\\\\\\END OF CONFIG FILE\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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not sure, but what does this line do?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All

{

hideWeaponsCargo = 1;

};

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1

#define false 0

It's set to true

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not sure, but what does this line do?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All

{

hideWeaponsCargo = 1;

};

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define true 1

#define false 0

It's set to true

thanks for your reply; is this for "Out of ammo" bug?

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I don't know for sure but thats definitely where I would start wink_o.gif

Haven't had to use that yet in the configs I have done...

Let me know what happens, as far as the wounds not working, cant tell you without looking at your "addon" package (config, textures,rvmats,p3d's, etc).. As far as I can tell everything looks setup ok...This problem I would start with those rvmats you created...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

"ASZ_Beretta\soldier\ei_molle_webbings.rvmat",

"ASZ_Beretta\soldier\ei_soldier_body.rvmat",

"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",

"ASZ_Beretta\soldier\ei_soldier_equip.rvmat",

"ASZ_Beretta\soldier\us_hhl.rvmat"

Then again I could be wrong, Im far from a professional on these matters, just trying to lend a helpful hand..

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excuseme, i didn't knew that the rvmat set alsothe wounds! do you know where is the string. Thanks

PS: sorry i can't answer you before tomorrow. Bie

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The way I understand the RVMAT system of defining wounds, is they work in groups of three. e.g:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"ca\characters\data\res_officer_hhl.rvmat","ca\characters\data\res_officer_hhl_wound1.rvmat","ca\characters\data\res_officer_hhl_wound2.rvmat"

The first defines the RVMAT file to be replaced, the second is the lightly wounded RVMAT file, and the third is the heavily-wounded/dead RVMAT file (checking each RVMAT file would clarify this for you).

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in OFP one texture one file

in Arma one texture six files

I will be crazy!crazy_o.gif

Ok, i go to cure my flower that i will put into my guns biggrin_o.gif

Thanks Jakal

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Seems I forgot to mention the zasleh proxy sometimes "moving" can be fixed by giving your weapon the named property of "autocenter = 0" in O2.

In O2, press CTRL+1 (Thats number one, not i), and a little box will pop-up (or disappear if its already showing, simply press CTRL+1 again to re-show the box). Then in that box right click and select 'NEW'. In "NAME" type "Autocenter" and in "VALUE" type "0" (zero). That should fix it. Might need to do it for every lod, I'm not 100% sure if you only need type it for one LOD or all of them.

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Nothing for the wounds and nothing (i have only tried on one model) for the zasleh. I will try again.

Have you some idea for "out of ammo" bug?

Thanks in any case

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You're using "type = 16" for rifle magazines. Basically this is trying to put them in the handgun magazine space. You should use "type = 256" for rifle mags. smile_o.gif  (Or just delete the type, they are inheriting it from BIS stanags).

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Have someone ideas for zasleh position and for wounds in soldier? I have tried all of your suggests but nothing.... sad_o.gif

Then you didn't do my suggestion correctly.

Check THIS LINK for confirmation from Armoured Sheep that the Autocenter idea, if done correctly, works.

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Then you didn't do my suggestion correctly.

Check THIS LINK for confirmation from Armoured Sheep that the Autocenter idea, if done correctly, works.

Thanks Jakal, i will try again. I appreaching your availability to me biggrin_o.gif and i do not think that you give me falled suggests

Ciao

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