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jaac

New NVG, no anim

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Hi

I create a new NVG.

Everything works fine, optics, 3D change for "on" or "off"... Etc...

except the animation in-game, the nvg follows the players but remains stationary over.

I searched a lot but I have no more solutions...

nvgbug1.jpg

nvgbug2.jpg

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Seems to me like you're missing an entry in your model.cfg for the equipment.

Can you post your model.cfg here?

Abs

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Here is my model.cfg

my model in O² is named "head" (Named Selections)

I use new Bis A3 model.cfg, and it works for my other models.

class Rotation

{

type = "rotation";

memory = 1;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 1;

};

class cfgSkeletons

{

class Default

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class Vehicle : Default {};

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","personality","hl", "injury_head"

};

skeletonName = "OFP2_ManSkeleton";

};

class LaNex_NVG_proxy : Default {};

class LaNex_NVG_proxy_off : Default {};

};

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Instead of:

class LaNex_NVG_proxy : Default {};

class LaNex_NVG_proxy_off : Default {};

Try:

class LaNex_NVG_proxy : ArmaMan {};

class LaNex_NVG_proxy_off : ArmaMan {};

Abs

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Ok

It work very well...

Good game Abs ;)

Thanks

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