#AR-10
1 messages · Page 1 of 1 (latest)
lol
I’ll be fine tuning it, stay tuned for updates!
Probably going to do a Springfield trapdoor, too
no they use a 5.56 ar-15 with wood grip and stock
Listening to Route 9 from SOG prairie fire while I work
Question, what model did you use for this? Just curious because I have a model for an AR-10 also that I thought looked considerably better (No offence)
One from sketchfab
I need to fix the materials a bit
I can send you over the one I bought from CGTrader if you'd like?
Ok, do you want me to DM you them?
Sure
Careful discussing that here, unless you bought a commercial licence you can't distribute the model.
Just a friendly heads up.
I gotchu, it didn't say that for the one I bought but thank you
Royalty free (a lot of the models are this licence) means you can use it as many times as you want, for your own project but not distribute the model. Unless I misunderstand the wording used.
Yeah I understand, again thank you for the heads up bro
you cannot re-distribute bought models
i will ask for proof of purchase if things looks 🐟 y
You need to make the entity catalog which will then populate the arsenal
Yea, but which one?
I don't see one for combat OPs
They don't feed in? Which faction is combat ops?
I have no idea, I tried US but it only works for conflict
@sterile moat might be able to assist.
I am assuming you went through the examples and the wiki page overall?
That's how I made it useable, yea
You might have to make a custom spawnable prefab for combat ops? I am not familiar with combat ops mode sorry.
I appreciate the concern, I contacted the model creator, he said it was ok to gift it to him. He said I can’t mass re-distribute though which I completely understand
So the AR-10 doesn't like to reload...
Could be missing a magwell configuration or animation table breakdown.
It's working for me right now
Custom magwell or inheriting default stanag556
Custom magwell
Registered it in a script like the tutorial says
Make sure you are using his custom mag and not the default magazines in inventory.
Newest
Which mags are you using?
There is only one type that spawns in the box
.... Weird
Which is? The standard 30rnd Stanag?
M16 mags or...?
Hmm...
Tried deleting and installing from scratch?
I even tried to drop it in via the inventory and through the inspection
Me?
If so yeah, I even had a couple of friends try it and it still did the same thing
Might just be something with xbox
Oh
That might be why?
I'm not completely sure
Yeahhh....I'm just a poor boy lol
I'll look into it
Alright, thx. also just my opinion, the metal is very bright
Even with the updated model?
Does it look like this in general?
Yes, the metal is just very bright. like someone polished it
Okay, I lowered the albedo color
Does that look better?
Yeah
The lookalike wood baculite furniture will look better with it being darker too
Do you only plan to make the one version of it? just curious
Yea, as soon as I get it fixed for XBOX
Does this mean it only works on PC or...? @cobalt fiber
nope
Hmm....
I see
For some reason the mag disappeared but that might be because of a conflicting mod
Maybe
It looks good overall though
What other mods do you have the might have a chance of conflict?
I'm going to push out a patch, let's see if it works
I downloaded that G3 DMR mod and there’s a newer MP5 mod
Ah
Those are the only two I can think of
Uploading a small change right now
One of the animation graph file values was possibly off
In the prefab, at least
Uploaded, try updating it
Works on mine, but the weapon firing animations are not working
So it’s works for me, but the reload is weird, it works fine if there is still a round in the chamber but for some reason it won’t fully reload from an empty mag
Empty mag reload I have to go into the weapon inspection and manually load it that way
Ok lol, but the model now is good, that I think is solid
Added fire selection animations, testing now
Yea, it seems to be a problem with the animations
I think I've figured it out, now I need to fix the firing animation breaking when switching modes
Seems the slide closed state is turned off when I switch modes
That's really weird but then again i don't know too much with that stuff
Check your events on your weapon anims. Compare yours to the vanilla weapons. 9 times out of 10 that fixed my issues when I was learning.
Meaning?
Exactly what I said. In the animation editor. Get to your weapon mesh animation tab, not the player anims.
Inside there, double click on every green dot one by one, then check in the events tab under properties down the bottom (if on default layout). Compare your frame animation events, comparing them to the vanilla m16a2 events.
Sound, reload, slide lock, blend in etc etc.
I assigned them properly then
The problem is the animations work UNTIL you switch fire modes
If you are missing events, it won't know where to move to. Which could be why it works until the slidelock at the end of a mag.
Including changing fireside (safety)
If your anims are breaking from changing fire mode, you broke something. Is your graph working fully? No ! in there?
The mag is full
Left is before switch, right is after
Did you build a graph from scratch?
Without switching
After
There are a few warnings from the idle and sight elevation
Does it do it when you switch from safe to semi, or only if you go from semi to full?
It breaks if you switch it either way
On that note is your weapon semi auto or burst?
Semi and full auto
Is your burst timer etc set to state 2 or state 1?
Did you change state 2 to state 1 so your animation knows you have it on there? Because it could be breaking the connections when you change mode. Double click on the Burst and see what the properties are for the big condition line
There is no state one for some reason
As in nothing happens on state 1
Screenshot your condition line
On the controls or...?
On the down arrow pointing into the BurstTimer , Burst and the bottom pose
The graph, the little arrow pointing into your BurstTimer bubble, then I think properties will bring up the condition line?
I am literally doing all of this from memory, on my phone, at work on my lunch break so I can't show you screenshots from my end.
I don't see a properites option
The bottom left tabs where you went to check events
You need to modify that to State == 1 and then do the same for BurstTimer, Burst, Pose for Burst, the arrows going from BurstTimer to Semi and Safe.
I see
Basically, anywhere in the graph that says State == 2 make State == 1 as your weapon has no State == 2 as you don't have a Burst fire mode.
Alrighty
My lunch break is nearly over so I have to smash down food, good luck with it.
Yep
It tells the game to check what state the weapon fire mode is set to, so the game knows how many shots it can fire.
All entries updated that call for State == 2 are changed?
Yep
Not just in that little square, there are others in other graph locations, but I can't remember off the top of my head which. Look for broken links in the graph before and after.
I'll look around
Sorry man, trying to help.
Don't worry
If you still don't get it working I will help from home after work but that is another 3 hours away.
Okay, I found it
Turns out start condition for Queue 1 was HasVariableChanged(State) while the interrupt was empty
The funny thing is I did not do that
This is it when I fixed it by the way
@gentle talon Care testing it when it finishes uploading?
There
I'll let you know when it is ready
It works, but now there's a new bug I need to iron out
The safety sticks
Check you have it set up to transition back from safe. The arrows between nodes are a good place to start.
Now the reload is stuck on empty
When I reload from empty, it does not allow firing
Missing an event somewhere in your weapon anims, trying to figure out which, your animation editor should tell you based on what links break when you reload
These are somethings I got before the newest update.
Now the mag doesn’t appear in the arsenal and the one in the gun already is invisible….
Plus toggling the safety as well as rising and lowering the gun. The left arm goes wonky
Huh
Still working on it
Testing a fix, standby
Had to borrow some animations from the M16
It should work now
Though I've been noticing what works in the workbench sometimes does not transfer over
Still was not able to find the arsenal for Combat Ops in Arland
Small detail I noticed on that video, you need to tweak the bolt release animation a bit to match the player anim and then modify your rack bolt event to match when it slams forward. At the moment it's delayed as is your bolt/charging handle slamming into place (good 1/2 second delay?)
Heading out, but glad you're getting improvements, hope I was able to help.
Yea, I noticed that too
But, it is functional
Found and tweaked
How would I do a weapon bolt release animation?
Alrighty, it’s all working now
So I don't know about you but comparing the size of the AR-10 to a real one, your model is slightly oversized....
I don't really care anymore
I know it works, and I'm too afraid to change it since it will fuck a lot of things up
Besides, I've come to find that I'm better suited for ballistic mods
You made a ballistic mod?
Yea, M855A1
Modeled the ballistics pretty faithfully
As faithfully as one can make something with no armor system in the engine I suppose.
Yea
It works, and works rather well :)
Drops the enemy in a single well-aimed shot to the chest
Are you planning to do a ballistics overhaul of all weapons or just that?
Now that you mention it, I might as well
Revamping M855 would be a nice starting point