GranQ/Sandbox – User

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List of weapons, magazine and picture. For ease to get it into CTI and stuff.
Weapon Animation/Adding bipod functionality
== Introduction  ==
This guide is for adding bipod to a weapon which doesn't inherit it from another prefab.


AK74
It assumes you already have the weapon setup, animated in all other aspects and solely focus on the bipod.
30Rnd_545x39_AK
\CA\weapons\data\equip\w_ak74_ca.paa


AK74GL
There is three things we need to do:
1Rnd_HE_GP25
* Setup the deployment points in the prefab
\CA\weapons\data\equip\w_ak74gp25_ca.paa
* Setup the hands position in the prefab
* Adjust the animations


AKS74UN
30Rnd_545x39_AKSD
\ca\Weapons\Data\Sound\AKSD_1


aks74pso
== Deployment points  ==
30Rnd_545x39_AK
Start with adding two new deployment points under SCR_WeaponAttachmentsStorageComponent. Click the + twice.
\CA\weapons3\data\W_aks74pso_CA.paa


SVD
The first point will be our rotation point with the bipods folded and the second point will be used to define the points with the aimpoint down.
10Rnd_762x54_SVD
\CA\weapons\data\equip\w_SVD_ca.paa


ksvk
[[File:bipod tutorial deploymentpoints.jpg|thumb|Add new Deployment points under the SCR_WeaponAttachmentsStorageComponent]]
5Rnd_127x108_KSVK
\CA\weapons3\data\W_ksvk_CA.paa


PK
Next we start adjusting the values, the first one will have a system identifier as 0, this will be bipod up.
100Rnd_762x54_PK
\CA\weapons\data\equip\w_pk_ca.paa


RPG7V
Notice on the second that we have system identifier as 2, this is bipod down. For this one, also add two stabilization points.
PG7V, PG7VR
[[File:bipod tutorial2.jpg|thumb|Notice the system identifier and the stabilization points]]
\CA\weapons\data\equip\w_rpg7_ca.paa


Strela
[[File:bipod tutorial3.jpg|thumb|Move the stablisation points so they are aligned with the bipod, also make sure they are attached to the bone.]]
Strela
\CA\weapons\data\equip\w_9k32_ca.paa


== Hands  ==


M16A2
[[File:bipod tutorial4.jpg|thumb|Change the position of the hands if needed, as far as I know you can't change fingers etc.]]
30Rnd_556x45_Stanag
\CA\weapons\data\equip\w_m16_ca.paa


M16A2GL
1Rnd_HE_M203
\CA\weapons\data\equip\w_m16m203_ca.paa


m16a4
[[Category:Sandbox]]
30Rnd_556x45_Stanag
\CA\weapons3\data\W_m16a4_CA.paa
 
m16a4_acg
30Rnd_556x45_Stanag
\CA\weapons3\data\W_m16a4_acg_CA.paa
 
m16a4_acg_gl
1Rnd_HE_M203
\CA\weapons3\data\W_m16a4_acg_gl_CA.paa
 
m16a4_gl
1Rnd_HE_M203
 
M24
5Rnd_762x51_M24
\CA\weapons\data\equip\w_m24_green_ca.paa
 
m107
10Rnd_127x99_m107
\CA\weapons3\data\W_m107_CA.paa
 
M240
\CA\weapons\data\equip\w_m240_ca.paa
100Rnd_762x51_M240
 
M249
200Rnd_556x45_M249
\CA\weapons\data\equip\w_m249_ca.paa
 
M4
30Rnd_556x45_Stanag
\ca\Weapons\Data\equip\w_m4_ca.paa
 
M4AIM
30Rnd_556x45_Stanag
\CA\weapons\data\equip\w_m4aim_ca.paa
 
M4SPR
20Rnd_556x45_Stanag
\CA\weapons\data\equip\w_spr_ca.paa
 
M4GL
1Rnd_HE_M203
\CA\weapons\data\equip\w_m4gl_acog_ca.paa
 
M4A1SD
30Rnd_556x45_StanagSD
\CA\weapons\data\equip\w_m4SD_aim_ca.paa
 
MP5SD
30Rnd_9x19_MP5SD
\CA\weapons\data\equip\W_HKM5_SD6_CA.paa
 
MP5A5
30Rnd_9x19_MP5
\CA\weapons\data\equip\W_HKM5_A5_CA.paa
 
M136
M136
\CA\weapons\data\equip\W_m136_launcher_CA.paa
 
 
Stinger
Stinger
\CA\weapons\data\equip\w_fim92_ca.paa
 
Binocular
-
\CA\weapons\data\equip\w_binocular_ca.paa
 
Laserdesignator
Laserbatteries
\Ca\weapons\Data\Equip\W_SOFLAM_CA.paa
 
NVGoggles
-
\CA\weapons\data\equip\w_nvg_ca.paa

Latest revision as of 21:09, 28 October 2023

Weapon Animation/Adding bipod functionality

Introduction

This guide is for adding bipod to a weapon which doesn't inherit it from another prefab.

It assumes you already have the weapon setup, animated in all other aspects and solely focus on the bipod.

There is three things we need to do:

  • Setup the deployment points in the prefab
  • Setup the hands position in the prefab
  • Adjust the animations


Deployment points

Start with adding two new deployment points under SCR_WeaponAttachmentsStorageComponent. Click the + twice.

The first point will be our rotation point with the bipods folded and the second point will be used to define the points with the aimpoint down.

Add new Deployment points under the SCR_WeaponAttachmentsStorageComponent

Next we start adjusting the values, the first one will have a system identifier as 0, this will be bipod up.

Notice on the second that we have system identifier as 2, this is bipod down. For this one, also add two stabilization points.

Notice the system identifier and the stabilization points
Move the stablisation points so they are aligned with the bipod, also make sure they are attached to the bone.

Hands

Change the position of the hands if needed, as far as I know you can't change fingers etc.