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    • 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;  
    • Had to go away for a while, however @jshock offered a great solution which was easy to buildupon (adding more mods to blackslist and display messages ect). The reason for being against verify signatures, is because we have a few mods which does NOT HAVE SIGNATURES.. i previously made a topic about being unable to sign them, to no avail.
      essentially a few, perfectly working mods without any bugs or errors, but when trying to sign them, the bisign tool just crashes or fails.. cant remember which one.
      Hence, being unable to sign mods and unable to reupload other authors mods with a signed version, this was the only other way i could come up with.
      It can be hard to detect if a malicious community member is using those mods to cheat in secret, so this is the best way to rat them out and ban them from the community on the private servers that are unable to veryfy sigs.
    • Thanks for the report. I'll fix it.
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