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    • Does the model have the "head" selection defined?
    • 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. 
    • There is a delay in somatosensory operation and it is not controlled,The number of frames in the switch version is too low
    • 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";
      };



      model.cfg

        class CfgSkeletons
      {
          class Default
          {
              isDiscrete = 1;
              skeletonInherit = "";
              skeletonBones[] = {};
          };
          class OFP2_ManSkeleton
          {
              isDiscrete = 0;
              skeletonInherit = "";
              skeletonBones[] =
              {
                  "Pelvis","",
                  "Spine","Pelvis",
                  "Spine1","Spine",
                  "Spine2","Spine1",
                  "Spine3","Spine2",
                  "Camera","Pelvis",
                  "weapon","Spine1",
                  "launcher","Spine1",
                  
                  // Head skeleton in hierarchy
                  "neck","Spine3",
                  "neck1","neck",
                  "head","neck1",
                  
                  // New facial features
                  "Face_Hub","head",
                  "Face_Jawbone","Face_Hub",
                  "Face_Jowl","Face_Jawbone",
                  "Face_chopRight","Face_Jawbone",
                  "Face_chopLeft","Face_Jawbone",
                  "Face_LipLowerMiddle","Face_Jawbone",
                  "Face_LipLowerLeft","Face_Jawbone",
                  "Face_LipLowerRight","Face_Jawbone",
                  "Face_Chin","Face_Jawbone",
                  "Face_Tongue","Face_Jawbone",
                  "Face_CornerRight","Face_Hub",
                  "Face_CheekSideRight","Face_CornerRight",
                  "Face_CornerLeft","Face_Hub",
                  "Face_CheekSideLeft","Face_CornerLeft",
                  "Face_CheekFrontRight","Face_Hub",
                  "Face_CheekFrontLeft","Face_Hub",
                  "Face_CheekUpperRight","Face_Hub",
                  "Face_CheekUpperLeft","Face_Hub",
                  "Face_LipUpperMiddle","Face_Hub",
                  "Face_LipUpperRight","Face_Hub",
                  "Face_LipUpperLeft","Face_Hub",
                  "Face_NostrilRight","Face_Hub",
                  "Face_NostrilLeft","Face_Hub",
                  "Face_Forehead","Face_Hub",
                  "Face_BrowFrontRight","Face_Forehead",
                  "Face_BrowFrontLeft","Face_Forehead",
                  "Face_BrowMiddle","Face_Forehead",
                  "Face_BrowSideRight","Face_Forehead",
                  "Face_BrowSideLeft","Face_Forehead",
                  "Face_Eyelids","Face_Hub",
                  "Face_EyelidUpperRight","Face_Hub",
                  "Face_EyelidUpperLeft","Face_Hub",
                  "Face_EyelidLowerRight","Face_Hub",
                  "Face_EyelidLowerLeft","Face_Hub",
                  "EyeLeft","Face_Hub",
                  "EyeRight","Face_Hub",            
                  
                  // Left upper side
                  "LeftShoulder","Spine3",
                  "LeftArm","LeftShoulder",
                  "LeftArmRoll","LeftArm",
                  "LeftForeArm","LeftArmRoll",
                  "LeftForeArmRoll","LeftForeArm",
                  "LeftHand","LeftForeArmRoll",
                  "LeftHandRing","LeftHand",
                  "LeftHandRing1","LeftHandRing",
                  "LeftHandRing2","LeftHandRing1",
                  "LeftHandRing3","LeftHandRing2",
                  "LeftHandPinky1","LeftHandRing",
                  "LeftHandPinky2","LeftHandPinky1",
                  "LeftHandPinky3","LeftHandPinky2",
                  "LeftHandMiddle1","LeftHand",
                  "LeftHandMiddle2","LeftHandMiddle1",
                  "LeftHandMiddle3","LeftHandMiddle2",
                  "LeftHandIndex1","LeftHand",
                  "LeftHandIndex2","LeftHandIndex1",
                  "LeftHandIndex3","LeftHandIndex2",
                  "LeftHandThumb1","LeftHand",
                  "LeftHandThumb2","LeftHandThumb1",
                  "LeftHandThumb3","LeftHandThumb2",
                  
                  // Right upper side
                  "RightShoulder","Spine3",
                  "RightArm","RightShoulder",
                  "RightArmRoll","RightArm",
                  "RightForeArm","RightArmRoll",
                  "RightForeArmRoll","RightForeArm",
                  "RightHand","RightForeArmRoll",
                  "RightHandRing","RightHand",
                  "RightHandRing1","RightHandRing",
                  "RightHandRing2","RightHandRing1",
                  "RightHandRing3","RightHandRing2",
                  "RightHandPinky1","RightHandRing",
                  "RightHandPinky2","RightHandPinky1",
                  "RightHandPinky3","RightHandPinky2",
                  "RightHandMiddle1","RightHand",
                  "RightHandMiddle2","RightHandMiddle1",
                  "RightHandMiddle3","RightHandMiddle2",
                  "RightHandIndex1","RightHand",
                  "RightHandIndex2","RightHandIndex1",
                  "RightHandIndex3","RightHandIndex2",
                  "RightHandThumb1","RightHand",
                  "RightHandThumb2","RightHandThumb1",
                  "RightHandThumb3","RightHandThumb2",
                  
                  // 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;  
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