drobkins 10 Posted July 3, 2011 Hello I have problem with hiddenselection, I would like to create a bis spec op with abbility to take off helmet and balaclava. First, I have looked on KMM internation soldier model, where are the hiddenselections and tried do it same. So I have created new selections called Kukla1 and Helmanev1 and added it into config, but unit still have the balaclava and helm on it, I really dunno why it caused, maybe I forgot to do something in oxygen, or there is bad config. I will be so happy if somebody give me some tip, I am making mission and its very important for it. P.S : I have no idea what is sectionsInherit=Head, it was in KMM config too, so used it too. Here is config and pic from oxygen http://img84.imageshack.us/img84/2458/selectiony.jpg // some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define WeaponNoSlot 0// dummy weapons #define WeaponSlotPrimary 1// primary weapons #define WeaponSlotSecondary 16// secondary weapons #define WeaponSlotItem 256// items #define WeaponSlotBinocular 4096// binocular #define WeaponHardMounted 65536 class CfgPatches { class Specop { units[] = {Specop}; weapons[] = {}; requiredVersion = 1.85; }; }; class CfgModels { class Default {}; class Man: Default {}; class Specop: man { sections[] = { "kukla1", "helmanev1" }; sectionsInherit=Head; }; }; class CfgVehicles { class All{}; class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; class SoldierWB:Soldier{}; class SoldierWSaboteur:SoldierWB{}; class SoldierWSaboteurPipe:SoldierWSaboteur{}; class Specop:SoldierWSaboteurPipe{ displayName="Spec_op_mask"; model="\specnm\model1"; accuracy=2.800000; camouflage=0.70000; threat[]={1,0.500000,0.100000}; nightVision=1; hiddenSelections[]={"kukla1","helmanev1"}; weapons[]={"m16","Binocular","NVGoggles","Throw","Put"}; magazines[]={"m16","m16","m16","m16","HandGrenade","HandGrenade"}; }; } Share this post Link to post Share on other sites
rellikki 7 Posted July 3, 2011 In CfgModels you refer to the model as Specop while in CfgVehicles you refer to it as model1 in the model path. They need to be named the same, so either change the model name to Specop and change the model path in CfgVehicles accordingly or change the definition in CfgModels to model1. Share this post Link to post Share on other sites
drobkins 10 Posted July 3, 2011 In CfgModels you refer to the model as Specop while in CfgVehicles you refer to it as model1 in the model path. They need to be named the same, so either change the model name to Specop and change the model path in CfgVehicles accordingly or change the definition in CfgModels to model1. Thank you very much, Rellikki :) ! It works fine, but now there is something with texture in first person view(View-Pilot), instead the camouflage texture, I can see a face texture on my shoulder and hand, no idea what could it be, path for textures should be ok Here is pic http://img59.imageshack.us/img59/8417/wrongtex.jpg Share this post Link to post Share on other sites
rellikki 7 Posted July 3, 2011 (edited) It's a common issue with debinarized models. Some model selections will get fucked up. You will need to redefine the osobnost selection. Select only the face and hands parts of the model in the View Pilot LOD or where ever the error appears, right click on the selection and click the Redefine button. Edited July 3, 2011 by Rellikki Share this post Link to post Share on other sites
drobkins 10 Posted July 3, 2011 Thank you ! Thank you so much Rellikki ! I would be fucked up without you :) many thanks ! Share this post Link to post Share on other sites