#West Valley Grenade Launcher
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So, I don't see anything in the ammunition that would cause the issue, although that's generally where I've had it occur. You're using a custom magazine too, so it may be that theres a mismatch between the ammunition listed there and the one you intend to use?
It could still be an issue with your ammo, but it's easier to look for the bigger issues first, to save us from having to check every parameter in the ammo over text haha
@scenic arrow The normal underbarrel GL's don't use a magazine, so could you possibly show me how you decided to set yours up?
I decided to start from scratch, so I couldn't go back. Now I can't slot the weapon either, I'll try to figure that out
Yes, most of these errors have been fixed, but now the reload isn't working. It's not loading the bullet ๐
This job is easier in Arma 3, I even released the mod there, but...
Its more than likely stemming for your use of magazines with the grenade launcher ammo, but its hard to tell without knowing everything youve done in the project ๐
This side is like this. SCR_MuzzleInMagComponent
That just looks like your grenade, not the magazine. Are you no longer using a magazine?
Yes. I decided to use the game's own grenade.
Otherwise, it will be difficult for me.
Okay, good it would give you issues otherwise. How are you creating your own from the grenades that already exist? Are you using the inherit, duplicate, or override method?
I am inheriting and editing it.
I'm making it fully compatible with the Arma reforger.
You're right clicking and selecting inherit on the entity, or the xob?
yes, I right-click and press duplicate.
I'll try again as an inheritance, but as I said, the game doesn't reload its own bullets either.
Okay, and the all white model that you're showing in the mag indicator, is that a custom model you made already?
No need to use inheritance, duplication is fine and what I used when creating my own grenade mod
Yes, that model is mine. I just didn't paint it.
Did you create an entity out of it as well, or does only the xob exist?
If it is easier for you, I can hop in a vc and walk you through this
I just finished a 40mm grenade mod of my own, so its very fresh in my mind
I'd love to, but my English listening skills aren't very good.
But we can try
Can you see my screen?
Yes, one moment, Ill leave and come back ๐ my discord is being buggy
oh oky
yes
are you a writer
that would be great
It would be better if you turned on your screen.
i watch
Okay haha
So {1663496AE5B9F10B}Prefabs/Weapons/Ammo/Ammo_Grenade_HEDP_M433.et, we duplicate
Xob = binary model
i cant see that tab on you screen
{D79EBB1BB388141E}Assets/Weapons/Ammo/Grenades/M433/M433_projectile.xob
To the projectile model
arent we going to paste with edit prabfs
With our custom prefabs yes
So where should I put the message I posted above?
yes
where should i go here?
right there?
nope
cant we use the one that belongs to the arma?
Oh. It would be better to do that later.
Yeah, thats fine, its just what governs the explosion and damage resulting from it
This is all you want to change
can you fire?
make sure you are only grabbing the grenades we just made
I took them, yes
for now, remove the others
from the scene
Try the m16 for me
it already has a round in it, so shoot that first
There's a problem with my gun.
Yeah, for sure. Can you walk me through how you created it?
First, let me show you the weapon component.
The settings here are as follows. Grenade Launcher is selected.
idk, are you a write
Keep going through the components
want you see custom attributes?
What did he do?
Right, but how are you replicating it on your end?
I'm creating an .et from scratch and writing the values the guy wrote, selecting the classes.
Ah, therein lies your issue. Let me pull up his mod, but I believe it actually uses scripts as well. Best, easiest way for you to not have issues is actually using his mod as a dependency, and then inheriting from one of his grenade launchers
I tried that too, but it didn't work either.
Let me try, I will do it on video
For example, the weapons I made by looking at another mode work even though there is no inheritance.
Oky
Yes, but wont work here because the functionality is dependent on those scripts that he uses.
Just like with the grenade, we can now replace the mesh in MeshObject
yes
This is the only way you'll find to make it work, since its dependent on BigChugus scripts
and configs
No you dont
Yes
Yes, but I corrected the parts that I thought needed correction.
Thats not how it works though, you still need the actual prefabs, scripts, and configs as he has them set up. Copy paste wont work here
Thats definitely where the issue is arising from. Create your mod with BigChungusLaunchers as a dependency
What do you suggest then? I can rewrite COnfig and the others from scratch.
They have to exist as they exist in that mod, rewriting them in your own is not how it works.
It is all dependent on his logic, as it already exists, so trying to rework it with pieces missing is where your problems arise from
It would be nice to have a sample mod, but it seems like there isn't one. I'll think about it some more. I have a mod I made before, and I made it this way too.
okie dokie
mhm
Right, but these weapons just borrow already existing logic from the vanilla game, so there is no issue.
Thanks for your help. I'll try again in the morning. If I succeed, I'll let you know.
Alrighty, good luck 
Thank you very much again.