Might be the mods over writing some settings. You should run a quick and dirty test without mods to confirm that revive works then at the mods back in one by one. Seems tedious and generic, but if a mod is at fault it'll help to work out which one.
Problems with adding new 3D model to arma 3. Game creates a helmet, but it is not displayed. When I put it on, it's invisible. Some problem with adding a new model and I can't solve it. Here are my configs
config.cpp
class CfgPatches
{
class SLDT_Helmet
{
author = "X";
requiredAddons[] =
{
"A3_Data_F",
"A3_Weapons_F",
"A3_Characters_F",
"A3_Characters_F_Proxies"
};
requiredVersion = 0.1;
units[] =
{
};
weapons[] =
{
"Clone_Helmet_Test"
};
};
};
class CfgWeapons
{
class InventoryItem_Base_F;
class ItemCore;
class HeadgearItem;
class UniformItem;
class VestItem;
class U_I_CombatUniform;
class H_HelmetO_ViperSP_hex_F;
class V_PlateCarrier1_rgr;
class NVGoggles;
class Clone_Helmet_Test : H_HelmetO_ViperSP_hex_F
{
author = "X";
displayName = "Clone trooper";
hiddenSelections[] =
{
"camo1"
};
hiddenSelectionsTextures[] =
{
"Helmets\data\HelmetP1_co.paa"
};
model = "\SLDT_Helmet\Clone_Helmet_Test.p3d";
subItems[] = {};
class ItemInfo : HeadgearItem
{
mass = 10;
model = "\Helmets\Clone_Helmet_Test.p3d";
hiddenSelections[] =
{
"camo1"
};
allowedSlots[] = { 801,901,701,605 };
modelSides[] = { 6 };
class HitpointsProtectionInfo
{
class Head
{
hitpointName = "HitHead";
armor = 6;
passThrough = 0.5;
};
};
};
};
};
class CfgVehicles
{
};
class cfgMods
{
author = "X";
timepacked = "1557696765";
};
// Left lower side
"LeftUpLeg","Pelvis",
"LeftUpLegRoll","LeftUpLeg",
"LeftLeg","LeftUpLegRoll",
"LeftLegRoll","LeftLeg",
"LeftFoot","LeftLegRoll",
"LeftToeBase","LeftFoot",
// Right lower side
"RightUpLeg","Pelvis",
"RightUpLegRoll","RightUpLeg",
"RightLeg","RightUpLegRoll",
"RightLegRoll","RightLeg",
"RightFoot","RightLegRoll",
"RightToeBase","RightFoot"
};
// location of pivot points (local axes) for hierarchical animation
pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class ArmaMan: Default
{
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","illum","rank","biceps","personality","hl", "injury_head", "insignia", "ghillie_hide", "accumulator",
"main"
};
skeletonName = "OFP2_ManSkeleton";
};
class Clone_Helmet_Test: ArmaMan
{
sections[]=
{
"camo1",
};
};
};
@sarogahtyp that , or you can keep separate list of the players:
listedPlayers = [];
// For each listed player
listedPlayers pushback _plr;
_ctrl lnbAddRow [name _plr];
// Get the player object
_plr = listedPlayers select _selectionIndex;