Detacheable Bipods
Last updated
Last updated
This system is still work in progress and may evolve in the future.
In version 0.10 of RHS: Status Quo a new system was added to enable attachment of modular (mainly picattiny) bipods. As this feature is not available in the vanilla game, a lot of scripting and setup work has gone in to make this possible. What was not possible, however, is to make this useable as an out-of-the-box feature for all weapons and some modifications to exisitng weapons is required to make it compatible.
The first section of this document describes the proper way to set up a weapon to be compatible with receiving the bipod attachment and properly respecting the dynamic point of deplyment depending on whether the bipod is stowed or not. The second section (to be added later at some point) deals with creating new bipods that support this functionality as well.
Several steps need to be followed to properly enable the weapon to be compatible.
The main xob of the weapon, essentially waht is used as the basis for the weapon prefab should have bone called bipod_pos
at the approximate location where the deployment point should be as if the bipod was NOT attached to the weapon. This will be the point the weapon well rest on obsticles by default.
This can be added as a memory point in Blender like so:
This bone is critical and the system will not work without it.
In the weapon prefab (or parent thereof) you need to make some changes. First we will add a new AttachmentSlotComponent
as a child to the WeaponComponent
to prepare a slot where the bipod can attach to:
Set the attachment slot properties as such:
Make sure the Attachment Type is set to AttachmentRIS1913Bipod
so that the bipod can find the right slot and it is set to Show in Inspection. Manipulate the Offset and Inspection Widget Offset positions to be roughly at where the bipod should attach and ideally on the same horizontal position as you have placed tou bipod_pos
bone.
Leave the Pivot ID property empty or at the very least do NOT set it to bipod_pos
.
Finally edit the SCR_WeaponAttachmentsStorageComponent
section of AimingModifierAttributes
Deployment Points section to look exacly like below:
The most important part being that there is 1 stabilization point that is tied to the bipod_pos
bone. When a bipod is attached, the system will recognise it and animate this bone, moving the stabilization point up and down. When bipod is not there it will be ignored. Normal bipod deployment actions and key bindings should work with it and it should propagate through multiplayer.
The final and most complex step is modifying the animation graphs of the weapon to inject the trigger variable that will animate the point. For this you will have to edit or create the signals and the ProcAnimParams for the weapon. If your weapon already has a ProcAnimComponent
with a .pap
file assigned we will need to edit it, otherwise you will need to create a new one.
When editing your pap file, press Signal in top left corner and locate bipod_signal.siga
in RHS mod files.
Your signal node will be created in the graph with a DEPLOY_HEIGHT signal present. Add a Bone, TranslateMake and TranslateSet nodes onto the graph using the buttons in the top toolbar, and hook them up to the signal and together as such:
Only the Bone node needs editing, and there make sure to set the Bone name property to bipod_pos
as shown. All other nodes can be left with default settings. Save your pap file and close the Procedural Anim editor.
Important: if you alreasy use a siga file for your weapon, paste the nodes from the bipod_signal.siga into your siga and hook up the nodes in the pap using the existing signal node:
Now if you attach the bipod you will be able to see the bone animating when bipod is extended:
TBA