It seems currently that model animations for weapons in model.cfg refuse to get used and some sort of preset gets applied instead. Discovered by creating animation entry as follows for one of my rifles:
class M1A { skeletonName="M1A"; sections[]= { "bolt", "magazine", "trigger" }; class Animations { class bolt_empty { type="translation"; source="isempty"; selection="bolt"; axis="bolt_axis"; minValue = 0.0; maxValue = 0.0; offset0 = 0.0; offset1 = 0.0; }; class bolt_fire_begin { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; minValue = 0.0; maxValue = 0.0; offset0 = 0.0; offset1 = 0.0; }; class bolt_fire_end { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; minValue = 0.0; maxValue = 0.0; offset0 = 0.0; offset1 = 0.0; }; class bolt_reload_begin { type="translation"; source="reloadmagazine"; selection="bolt"; axis="bolt_axis"; minValue = 0.0; maxValue = 0.0; offset0 = 0.0; offset1 = 0.0; }; class bolt_reload_end { type="translation"; source="reloadmagazine"; selection="bolt"; axis="bolt_axis"; minValue = 0.0; maxValue = 0.0; offset0 = 0.0; offset1 = 0.0; }; }; };
In theory, with this configuration, the bolt should be static, nothing should happen. But still the bolt translates back and forward. At first I thought this was because my weapon config inherits off of SVD to use it's player animations, so I instead inherited off of riflebase, and created new IK entry for my scar_base identical to SVD by editing the core game scripts.pbo. Still, even when not inheriting off of SVD, it does not use any of my custom model.cfg animation entries. I verified that my model.cfg animation entries were configured properly by asking a few Arma veterans, plus the animations work however I config them to in buldozer, just not in game.