Rain napisał(a):Rozrzut łusek w przestrzeni 3D:
shell_point = 0.0, 0.136, 0.03
shell_dir = 0.0, 0.0, 0.4
smrtphoneusr napisał(a):It's a config issue, nothing to do with the model.
sometimes it's very hard to find the right values for the shell_point if a weapon is made from scratch (there are two shell_point values in the configs, one for the hud (aimed) and one for shooting from the hip), it's a lot easier if you base your new weapons on the position of a vanilla gun that has a similar shape and weapons class. That way you can use it's values for ejection and hud_offset with little alteration.
Try using a vanilla gun that is similar to yours and put your new model in it's config. If you can aim it halfway straight the shells should eject in more or less the correct place as well.
PDM_disp_base = 1.0
PDM_disp_vel_factor = 0.5
PDM_disp_accel_factor = 0.5
PDM_crouch = 1.0
PDM_crouch_no_acc = 1.0
local fire_dispersion_base = ltx:r_float(section,"fire_dispersion_base")
local cam_dispersion = ltx:r_float(section,"cam_dispersion")
local cam_dispersion_inc = read_if_exist(ltx, section, "cam_dispertion_inc", 0)
local cam_dispersion_frac = read_if_exist(ltx, section, "cam_dispertion_frac", 1)
local cam_step_angle_horz = ltx:r_float(section,"cam_step_angle_horz")
local rpm = ltx:r_float(section,"rpm")
local ammo_list = ltx:r_string(section,"ammo_class")
Pangia napisał(a):I tak, im mniej, tym lepiej dana broń się zachowuje w danym aspekcie.
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