When chaiging the model of a loaded weapon via modelSpecial, the modelSpecial specified weapon cannot be animated. Not only will the animation not work, it will cause all sorts of weird optical glitches and might end up crashing the game. The feature request here is to make a model used via modelSpecial behave like a normal model in terms of animation.
Why would this ability be useful?
Many rocket launchers like the RPG-7 use modelSpecial for the purpose of having distinct rocket types. In the same line, modelSpecial would be usable to simulate different types of magazines (for example, an RPK with a standard AK mag, large 45 rnd mag, or drum magazine), but the inability to animate these modelSpecial models makes this option unusable, it makes it impossible to animate the zeroing of an RPG-7, or have proper reload or moving weapon parts on an assault rifle.
Are there alternatives to this
Not in the current version of the game. However, another possibility to solve the issue would be to allow the index of the magazines array of the currently inserted magazine to be used as an animation source, making the modelSpecial magazine entry no longer necessary. Alternatively, an extra parameter in CfgMagazine could be used for this purpose, e.g. magazineAppearanceType=x or something of that nature.
Who would benefit from this?
Modmakers and users, obviously. It would make it possible to finally see the magazine that was inserted into the weapon instead of having the same generic appearance even if using a different magazine. For launchers like the RPG-7, it would mean only one model instead of five and the model would be fully animatable, making it easier to add zeroing to the launcher.