Weapon Slots And Bones – Arma Reforger
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{{GameCategory|armaR|Modding|Guidelines|Assets}} | {{GameCategory|armaR|Modding|Guidelines|Assets}} | ||
{{GameCategory|armaR|Modding|Tutorials|Assets|Weapon Creation}} |
Latest revision as of 11:34, 4 December 2024
Splitting Weapon
Weapon should be split into two parts - body and attachments - and all attachments can be connected to body via slots.
Body
There are few guidelines when it comes to setting up weapon model:
- weapon itself has to be without magazine or any attachments
- the body has a "slot" points (dummy objects), into which attachments are being snapped in a prefab. We always name this point "slot_description".
Attachments
- everything, which is not core part of a weapon, like optics, magazines, grenade launchers, etc.
- each attachment has a "snap" point (dummy object), which is being snapped to a "slot" point on a weapon body in a prefab. We always name this point "snap_description".
Slot/Snap points
When figuring out the position of slot points on weapons and snap points on attachments, following steps will help to avoid complications with possible badly modeled mesh or badly placed slot and snap points:
- Before a production of new assets starts, create rough placeholders for all attachments and set their snap points following the rules below
- When modeling the weapon and setting up the slot point, try as early as possible to attach all possible attachments exactly "snap point on slot point" (even just placeholders if final mesh is not possible) and see if all fits.
- If some attach mechanism is the same for more weapons, the slot point must be on the the same spot in relation to the attach mechanism on these weapons (so all relevant attachments always fit in).
Conventions
Slots
What | Naming | Notes | Example |
---|---|---|---|
Magazine well | slot_magazine
|
Used in MuzzleComponent
|
|
Optics mount (non-standard rail) | slot_optics
|
Used in AttachmentSlotComponent
|
|
Muzzle | slot_barrel_muzzle
|
Used in AttachmentSlotComponent
|
|
Top rail | Used in AttachmentSlotComponent
|
Slot placement (from Sample New Weapon)
Example of mount - Picatinny rail (+dimensions) | |
Bottom rail | |||
Side rail | |||
Under-barrel | slot_underbarrel
|
Used in AttachmentSlotComponent
|
|
Bayonet mount | slot_bayonet
|
Used in AttachmentSlotComponent | |
Flash-light | slot_flashlight
|
Used in AttachmentSlotComponent |
Attachments
Simulation
Slots used by various weapon related components
Bones
Below names are compatible with existing animation export profiles
What | Naming | Notes |
---|---|---|
Magazine release | w_mag_release
|
|
Bipod legs | w_bipodleg
|
|
Trigger | w_trigger
|
|
Safety | w_safety
|
Use only in case weapon has separate safety lever. If not, use firemode selector |
Firemode selector | w_fire_mode
|
|
Buttstock | w_buttstock
|
|
Charging handle | w_ch_handle
|
|
Ejection port | w_ejection_port
|
|
Bolt | w_bolt
|
|
Bolt release | w_bolt_release
|
|
Slide | w_slide
|
pistols |
Hammer / Striker | w_hammer / w_striker
|
|
Cylinder | w_cylinder
|
revolvers |
Rear sight | w_rear_sight
|
|
Front sight | w_front_sight
|
|
Barrel | w_barrel
|
single - recoil operated guns, multiple - rotary cannons |