docschmerz 21 Posted November 19, 2018 (edited) I'm working on a DIY soda can grenade that I want to be craftable eventually. Right now I have the 3d Model finished (and all the in between models for crafting) interactive 3d modelpossible crafting path However I'm currently struggling of getting my model into the game. I just can't get it to show up in offline mode. The idea was to have it be a version of the standard frag grenade and take all its properties from that for nowI used the grenades config file as a preset and mine now looks like this: Spoiler class CfgPatches { class diyWeapons { units[]= { "SodaBomb" }; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "DZ_Data" }; }; }; class CfgAmmo { class DefaultAmmo; class HandGrenade_Base: DefaultAmmo { hit=60; indirectHit=28; indirectHitRange=7; explosive=1; typicalSpeed=3; initSpeed=3; fuseDistance=1; cost=40; simulation="shotShell"; simulationStep=0.050000001; soundSetExplosion[]= { "Grenade_explosion_SoundSet", "Grenade_Tail_SoundSet" }; soundHit[]= { "DZ\sounds\weapons\grenades\hand_grenade_1", 10, 1 }; soundFly[]= { "dz\sounds\Weapons\explosions\noise", 3.1622771e-005, 1 }; soundEngine[]= { "", 9.9999983e-005, 4 }; visibleFire=2; audibleFire=0.25; visibleFireTime=0; class DamageApplied { type="Projectile"; Health=99; Blood=500; Shock=500; }; }; class HandGrenade_Frag: HandGrenade_Base { typicalspeed=20; visibleFire=0.5; audibleFire=0.050000001; visibleFireTime=1; explosionTime=0; }; class CfgVehicles { class Inventory_Base; class Grenade_Base; class ItemGrenade: Grenade_Base { }; class SodaBomb: ItemGrenade { scope=2; displayName="Soda Can Grenade"; descriptionShort="An improvised soda can grenade made from shotgun shells, nails and duct tape"; model="\diyWeapons\objects\soda_bomb_nails.p3d"; weight=397; lootTag[]= { "Military_west" }; ammoType="HandGrenade_Frag"; simulation="handGrenade"; fuseDelay=5; timeToLive=0; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "diyWeapons\textures\soda_bomb_nails_diffuse.paa" }; hiddenSelectionsMaterials[]= { "diyWeapons\textures\sodabomb.rvmat" }; class Damage { tex[]={}; mat[]= { "diyWeapons\textures\sodabomb.rvmat", "diyWeapons\textures\sodabomb_damage.rvmat", "diyWeapons\textures\sodabomb_destruct.rvmat" }; }; class AnimEvents { class SoundWeapon { class Grenade_unpin { soundSet="Grenade_unpin_SoundSet"; id=201; }; }; }; }; }; }; Can anyone point my in the right direction of what I'm doing wrong, or if its even possible? Edited November 20, 2018 by docschmerz Share this post Link to post Share on other sites
zykrem 17 Posted November 19, 2018 nice idea ! but I can't help you with that... that being said, if it's a craft "lootTag[]" should be empty I think ^^ what's sad is that we don't know when the throw system will be re-implemented... Share this post Link to post Share on other sites
ofp2 9 Posted November 19, 2018 Grenades and all thrown projectiles have been taken out of the current list and are not critical for 1.0 iirc so the class won't be of any use now Share this post Link to post Share on other sites
docschmerz 21 Posted November 20, 2018 3 hours ago, ofp2 said: Grenades and all thrown projectiles have been taken out of the current list and are not critical for 1.0 iirc so the class won't be of any use now You're right, I noticed that.. I guess I put that little project on ice until they're back. However, in the meantime I at least managed to get my model into the game :) Share this post Link to post Share on other sites
ofp2 9 Posted November 20, 2018 I think mines are in , maybe make IED for now ? Share this post Link to post Share on other sites
docschmerz 21 Posted November 20, 2018 4 hours ago, ofp2 said: I think mines are in , maybe make IED for now ? yeah, already made something else :) do you know whats necessary to create a custom animation (so that the character holds the mine with one hand at the handle)? :D 1 Share this post Link to post Share on other sites
ofp2 9 Posted November 20, 2018 (edited) sorry not at this moment i am trying to learn it also , seems this animation thing going to be quite some process , unless you can assing in config.cpp a named selection like leftahandanim ="handle" Edited November 20, 2018 by ofp2 Share this post Link to post Share on other sites
Dylan Greene 3 Posted December 31, 2018 On 11/19/2018 at 7:18 PM, docschmerz said: You're right, I noticed that.. I guess I put that little project on ice until they're back. However, in the meantime I at least managed to get my model into the game :) Any tips on how you got it to load in game? Share this post Link to post Share on other sites
Mo646 2 Posted January 13, 2019 Firstly, nice Model! I could need someone of your kind later on! Download the Redux Mod and add it that way, so you can prepare it until Dayz readds nades. @Dylan Greene you could add a model with class of an bandage, and give it that model. still, there would be no way to throw it then. Share this post Link to post Share on other sites