Jump to content
Sign in to follow this  
SGT Fuller

Helmet and vest appear between legs

Recommended Posts

So my issue is basically this. Using my unblazed p3d for my helmet and vest they appear on the unit as intended. Upon blazing the p3d. Both now appear in between the legs and move with the unit. I have autocenter set to 0 in the geo lod. And as far as i can tell there configed correctly. If im missing something please let me know. Thanks

Share this post

Link to post
Share on other sites

You have to center them in the right position.

The helmet should be around 0.9m height in 3D space, if you open the sample models you can use them as reference to center them in the right position.

At least that's what i did when i had the same problem.

Also, in case you missed it, you need to define a selection in the P3D with the corresponding parts you want your item to be linked to, like "-Head" for the helmet and so on and you need to link everything properly in the model.cfg.

Share this post

Link to post
Share on other sites

Thanks for the help. I did what you told me with the helmet being in the right position. It still appears in between the legs. Now the weight thing the tutorial confused me a little bit

Share this post

Link to post
Share on other sites

Sorry i got confused with named selections, try with (in resolution LOD 1.000);



Both have all the helmet in the selections.

Try with these and see if it works.

Share this post

Link to post
Share on other sites

Also there has to be a class for each helmet and vest in the model.cfg that inherit from class ArmaMan just as a any custom character. Without the model.cfg they wont relate to the skeleton.

Also both must have geometry LOD (just as in the examples) and have named property autocenter with value 0, so they retain their position.

Model.cfg in the character samples is great example so I suggest you look there!

It goes something like this:

class ArmaMan


class skeleton and whatever goes here


class mysoldier : ArmaMan {};

class myVest : ArmaMan{};

class myHelmet : ArmaMan{};

Edited by HorribleGoat
a bit moar...

Share this post

Link to post
Share on other sites

Hi folks, I'm having the exact same problem as fullerpj.

I'm trying to make a Hamas headband, configged as a headgear, which is appearing between the character's legs.


I thought I had everything setup in O2 OK. I set the model in the same place as the sample baseball cap, and have the named selections as per this image.


If I include the following model.cfg (copied from the sample one), the headband doesn't show up at all.

class CfgSkeletons


class Default


isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};


class OFP2_ManSkeleton


isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =










//Head skeleton in hierarchy




//New facial features





































//Left upper side























//Right upper side























//Left lower side







//Right lower side








// location of pivot points (local axes) for hierarchical animation




class CfgModels


class Default



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 headband: ArmaMan{};


My config looks like this:

enum {

// = 2, // Error parsing: Empty enum name















class CfgPatches {

class CPS_shemags {

units[] = {};

weapons[] = {"DR_Balahamas_blk","dr_redshemag","dr_bwshemag","dr_blackshemag","dr_greenshemag","dr_whiteshemag","dr_camoshemag","dr_desshemag","dr_hamasbwshemag","dr_headband"};

requiredVersion = 0.1;

requiredAddons[] = {"A3_Characters_F_Beta","A3_Characters_F","A3_Characters_F_Bootcamp"};



class UniformSlotInfo;

class cfgWeapons


class ItemCore;

class ItemInfo;

class HeadgearItem;

class dr_headband: ItemCore


scope = 2;

weaponPoolAvailable = 1;

displayName = "Headband - Hamas";

picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa";

model = "\CPS_shemags\headband.p3d";

hiddenSelections[] = {"camo"};

class ItemInfo: HeadgearItem


mass = 10;

uniformModel = "\CPS_shemags\headband.p3d";


modelSides[] = {6};

armor = "0";

passThrough = 1;

hiddenSelections[] = {"camo"};





Any help would be greatly appreciated! Thanks in advance!

Share this post

Link to post
Share on other sites

Try with

class Headband: ArmaMan
	sections[]= {"main"};

Also make sure it doesn't show just because it's clipping inside the character.

  • Like 1

Share this post

Link to post
Share on other sites

Thanks for the quick reply Chairborne!

As you say, the headband is clipping into the model, about half-way to where it needs to be:


This is with your suggested additions to the model.cfg.

Also, I don't know if it's part of this Virtual Reality thing or what, but it seems everyone wants a headband in their chest: confused:


Share this post

Link to post
Share on other sites

Do you have autocenter enabled in the model properties?

Does the model follow head movement?

  • Like 1

Share this post

Link to post
Share on other sites

Allah Akbar! Chairborne Akbar!


Thanks so much for your help, this is a big obstacle overcome in this project! May the 72 virgins be yours in this life my friend!

  • Like 1
  • Thanks 1

Share this post

Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in

Sign In Now
Sign in to follow this