====== Muzzle Flash Bug ====== **The Problem** This problem may occur for addonmakers in the form of the muzzle flash of a weapon model is visible at all times ingame, and does not simply flash when fired. **The Solution** This Problem has two solutions. You may have to do both. **A)** Open your model in [[ofp:tools:oxygen2|Oxygen 2]] and make sure that the selection //zasleh// does infact highlight the model part of the muzzle flash on your weapon. Do this in all the [[ofp:modeling:lod|LOD]]s. If in some LOD the muzzle flash selection does not highlight when clicking the zasleh selection, select it on your model, right-click zasleh in the selections window and select **Redefine selection**. **B)** In your [[ofp:modeling:config.cpp|config.cpp]] (or in some cases, [[ofp:modeling:config.bin|config.bin]]), you should include (or already have) a CfgModels class, which includes the weapon name as classes. For instance, your weapon model is named "MyM16A2.p3d", then the CfgModels section should look as following: class CfgModels { class Default {}; class Weapon: Default {}; class MyM16A2: Weapon {}; }; This should be inserted into your config.cpp before your CfgVehicles or CfgWeapons sections and you have to put it in there before [[ofp:tools:binarize|binarizing]] the model. ====== Muzzle Flash Shadow ====== You need to remove the muzzle flash shadow from your weapons, unless you specific want to have it there. You need to select a LOD (check through all lods), click //zasleh// on selections, and then make the side view for example active and press **E** key. This brings up the **Face Properties**. Now click **Select All**, then click **Enable shadow** until it's //completely un-ticked//, and then just click **Apply** and **OK**. If your weapons muzzle flash is not "lit up" on the shadows, only in the sunlight, you need to make sure the "User: 1" is changed to "**User: 0**" and in **Vertex Properties** have **Lighting: Shining** selected.