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brad7

Helmet problem..

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I am trying to get a helmet in game but some reason it isnt working, i think it is something to do with the config [i may be wrong];

enum {
 //  = 2,	// Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches {
class Denmark_GoggHelmet_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};

class cfgWeapons {
class ItemCore;
class HeadgearItem;

class Denmark_GoggHelmet : ItemCore {
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "Denmark Kevlar Helmet";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\DenmarkHelmet#2\data\DenmarkHelmet";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\DenmarkHelmet#2\data\DenmarkHelmet_co.paa"};

	class ItemInfo : HeadgearItem {
		mass = 100;
		uniformModel = "\DenmarkHelmet#2\data\DenmarkHelmet";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};
	};
};
};

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Could be the #'s in your file paths, you might need to add class ItemInfo; also (stick it just below class HeadgearItem;) and add "A3_Characters_F" to requiredAddons[] just to be sure

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Still dont work, i get this when i try to equip in game. "error loading DenmarkKevlarHelmet\data\denmark.p3d (Magic)"

config;

 enum {
 //  = 2,	// Error parsing: Empty enum name
DESTRUCTENGINE = 2,
DESTRUCTDEFAULT = 6,
DESTRUCTWRECK = 7,
DESTRUCTTREE = 3,
DESTRUCTTENT = 4,
STABILIZEDINAXISX = 1,
STABILIZEDINAXESXYZ = 4,
STABILIZEDINAXISY = 2,
STABILIZEDINAXESBOTH = 3,
DESTRUCTNO = 0,
STABILIZEDINAXESNONE = 0,
DESTRUCTMAN = 5,
DESTRUCTBUILDING = 1,
};

class CfgPatches {
class Denmark_GoggHelmet_config {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {"A3_Characters_F"};
};
};

class cfgWeapons {
class ItemCore;
class HeadgearItem;
class ItemInfo;

class Denmark_GoggHelmet : ItemCore {
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "Denmark Kevlar Helmet";
	picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
	model = "\DenmarkKevlarHelmet\data\DenmarkHelmet";
	hiddenSelections[] = {"camo"};
	hiddenSelectionsTextures[] = {"\DenmarkHelmet#2\data\DenmarkHelmet_co.paa"};

	class ItemInfo : HeadgearItem {
		mass = 100;
		uniformModel = "\DenmarkKevlarHelmet\data\DenmarkHelmet";
		modelSides[] = {3, 1};
		armor = 3*0.5;
		passThrough = 0.8;
		hiddenSelections[] = {"camo"};
	};
};
};  

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Yeh, ive managed to get the helmet in game now but the helmet is floating between my legs?

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look at the headgear example in A3_Character_Examples_1.1 for correct positioning.

also, try referencing an in game helmet instead of itemcore

link

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My stuff seems the same as that dont know why it isnt working properly?

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My stuff seems the same as that dont know why it isnt working properly?

I had the same problem with a vest, the solution is to copy your helmet over the example model, for some reason the example model has a diferent center of the model, I couldnt replicate it in my model so I just copy mine over the example and the remove all the related to the expample polygons model

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Yeh it matches and the helmet is in game but it just dosent show on the players head :S

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I might be having the same problem with a pair of goggles!

In-game they are floating in the mid-air inside of the soldiers. Even if you go prone, it's floating in the same spot. It does not follow head movement.

I've re-checked several times that the goggles are in fact assigned to my selection "head", I've got an empty geometry lod with autocenter set to 0.

A3 cap template was used for positioning. It has all the textures and stuff in-game.

It's got a model.cfg with the goggles defined. Will check if i's the correct name / the same as the p3d.

//edit

Yup. model.cfg had the goggle classname there, not it's p3d name. Fixed it for me. Op should check too :)

Edited by AlexVestin

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Make a geometry LOD, a view pilot LOD, and a shadowvolume LOD (view pilot can be empty) and see what happens.

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*this has now been solved*

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*this has now been solved*

so aren't you gonna share what solved the problem?

people looking for answers later might benefit from that...

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so aren't you gonna share what solved the problem?

people looking for answers later might benefit from that...

I didnt fix the problem, so I dont know what the problem was...

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