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Mattastic

Marine Expeditionary Force Mod

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I'm confused....are we going to adopt a baby together, or are you offering me your own newborn. If it is the latter we must sacrifice it to the blood gods at Bohemia immidiately, repent our sins, and actively preach the word of the holy texts they call "SPOTREP" until the end of days. If your talking about the first thing though, no thanks.:p

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Right, so the next update will be rolled out in the next couple days. It is going to include AAF variant re textures, and some more expansions in the unit config. If I can work out the last kink with the LWHs and 8 point covers they will be added also.

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Where can i find the server key?

Only the BISIGN is released right now, I haven't included the actual key in the mod yet.

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Really loving the fact that you actually used the MOS with the units. I haven't been able to play ArmA for the last month or so, life pulling its bullshit on me, but whats the SITREP on vehicles in this? Also, not sure if this changed in the recent versions, but the little time I could dig out for testing this mod, I found the woodland cammies quite dark, and well, the platecarrier aswell, but its not as obvious on that. Other than that loving the whole thing.

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Really loving the fact that you actually used the MOS with the units. I haven't been able to play ArmA for the last month or so, life pulling its bullshit on me, but whats the SITREP on vehicles in this? Also, not sure if this changed in the recent versions, but the little time I could dig out for testing this mod, I found the woodland cammies quite dark, and well, the platecarrier aswell, but its not as obvious on that. Other than that loving the whole thing.

Thanks the MOS with the units is something I've wanted as well. I am still in the process of expanding the config to accurately equip each class. As far as vehicles, the first aircraft was added last update. More vehicles are planned to be added though, but there are a few more things in front of them on the priority list.

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Only the BISIGN is released right now, I haven't included the actual key in the mod yet.

Why not? Why bisign it and dont offer the key? For me as a server admin its useless. Could you please share the key? otherwise we cant use your mod :-(

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Why not? Why bisign it and dont offer the key? For me as a server admin its useless. Could you please share the key? otherwise we cant use your mod :-(

Because that's just the way it is. I'm going to release an update tonight that will include the key.

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So, i'm sorry for the delayed release of the next update. I am trying to work out one last problem with some of the new head gear. Unit config is going to be expanded as well as updating a lot of the UI. Arma 2 Helmets are coming also, as seen in Massi's units and others. The USMC 8 point cover is also being added. I will release the server key also. The problem I am experiencing with the head gear is an odd one. Massi helped me out with raw files and the model config that he uses. Something is still wrong though because periodically the headgear will, on its own, tilt forward then tilt back. The head gear accurately tracks the head and fits it perfectly, but there still is this tilt animation done by the head gear.

How it looks normal:

http://i.imgur.com/QSWu1TG.jpg

How it looks when it tilts:

http://i.imgur.com/7g6vTYv.jpg

*used massi textures for testing

This is the model config:

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_inju ry","l_arm_injury","r_arm_injury","r_leg_injury"," injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","camo","CamoB","camo1","camo2", "camo3","camo4","camo5","camo6","personality","hl" , "injury_head"
};
skeletonName = "OFP2_ManSkeleton";
};
class mef_cdrhat : ArmaMan {};
class mas_usmchelmet_googles : ArmaMan {};
};

This is the main config for the headgear:

class MEF_Wood_Helmet_LWH : H_HelmetB 
{
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "Woodland MARPAT Headgear [LWH]";
       picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
       model = "\A3\Characters_F_Beta\indep\headgear_helmet_canvas";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"\mef_mod\textures\hats\usmc_marpatmggb_co.paa"};

       class ItemInfo : HeadgearItem {
           mass = 45;
           uniformModel = "\mef_mod\textures\hats\mas_usmchelmet_googles.p3d";
           modelSides[] = {3, 1};
           armor = 50;
           passThrough = 1;
           hiddenSelections[] = {"camo"};
       };
};

If someone could enlighten me as to what is wrong here it would be super duper awesome. I've searched in depth the forums and have come up with very little on this problem. I really am not interested in releasing the next update with the existing bugs. Thanks so much.

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Well, the only thing there that I could see that is a problem (which could be your main issue), is you have different models listed under 'model' and 'uniformModel'. As far as I know, those two fields should link to the same model.

Congrats on the units and release, and if you have any further trouble config wise, feel free to shoot me a message.

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Well, the only thing there that I could see that is a problem (which could be your main issue), is you have different models listed under 'model' and 'uniformModel'. As far as I know, those two fields should link to the same model.

Congrats on the units and release, and if you have any further trouble config wise, feel free to shoot me a message.

Thank you very much! I can't believe I didn't notice that, I am making that change now. The 8 point cover that is used as the example for this problem has the same model path'd out for both model and uniformmodel. So, I don't think that this will solve the problem, but what you commented on did need to be addressed. Thanks again.

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No problem. Okay, here's something else I noticed (not sure if its intentional or not), in your model.cfg you have 'mas_cdrhat' listed as 'mef_cdrhat'. This would only be correct if you changed the name of the model itself, so as I said, not sure if you meant to do this or not. I have to admit, I've never seen headgear tilt around on the characters head like that...so quite an odd issue.

EDIT: PM sent.

Edited by Siege-A

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No problem. Okay, here's something else I noticed (not sure if its intentional or not), in your model.cfg you have 'mas_cdrhat' listed as 'mef_cdrhat'. This would only be correct if you changed the name of the model itself, so as I said, not sure if you meant to do this or not. I have to admit, I've never seen headgear tilt around on the characters head like that...so quite an odd issue.

I have changed that models name so that shouldn't be an issue. Thanks for sharing your thoughts, it is an odd issue indeed. Hopefully I will find a solution soon because then I can release the next update.

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Could you please post the config (or PM) showing your class for the 'mef_cdrhat'? The one you have in the example was for the helmet with goggles.

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Could you please post the config (or PM) showing your class for the 'mef_cdrhat'? The one you have in the example was for the helmet with goggles.

Here it is:

class MEF_Woodland_8Point : H_HelmetB
{
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "Woodland MARPAT 8 Point Cover";
       picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
       model = "\mef_mod\textures\hats\mef_cdrhat";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"\mef_mod\textures\hats\usmc_officer_equip_co.paa"};

       class ItemInfo : HeadgearItem {
           mass = 10;
           uniformModel = "\mef_mod\textures\hats\mef_cdrhat.p3d";
		allowedSlots[] = {801,901,701,605};
           modelSides[] = {6};
           armor = 0;
           passThrough = 1;
           hiddenSelections[] = {"camo"};
       };
};

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Everything looks fine. Honestly, the only thing I can think of is it has something to do with you renaming the model.p3d. To my understanding, sometimes simply renaming the model isn't sufficient, as it can cause unexpected issues. Best advice I could offer is try using the default model 'mas_cdrhat', and using the hiddenSelectionsTextures to link to your texture, because everything looks good apart from that.

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I`ve 3 Helmets, all inherit from the ItemCore in the Config. Model Config is the same as yours, should work. Try that: class MEF_Wood_Helmet_LWH : ItemCore. Otherwise you could try to use the sample model and just replace yours with theirs. Copy & Paste it in and save with another name :)

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thank all of you for your comments, after updating my config to look like this :

       class MEF_Wood_Helmet_LWH : ItemCore 
{
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "Woodland MARPAT Headgear [LWH]";
       picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
       model = "\mef_mod\textures\hats\mas_usmchelmet_googles";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"\mef_mod\textures\hats\usmc_marpatmggb_co.paa"};

       class ItemInfo : HeadgearItem {
           mass = 45;
           uniformModel = "\mef_mod\textures\hats\mas_usmchelmet_googles.p3d";
           modelSides[] = {3, 1};
           armor = 50;
           passThrough = 1;
           hiddenSelections[] = {"camo"};
       };
};
class MEF_Woodland_8Point : ItemCore
{
       scope = 2;
       weaponPoolAvailable = 1;
       displayName = "Woodland MARPAT 8 Point Cover";
       picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa";
       model = "\mef_mod\textures\hats\mef_cdrhat";
       hiddenSelections[] = {"camo"};
       hiddenSelectionsTextures[] = {"\mef_mod\textures\hats\usmc_officer_equip_co.paa"};

       class ItemInfo : HeadgearItem {
           mass = 10;
           uniformModel = "\mef_mod\textures\hats\mef_cdrhat.p3d";
		allowedSlots[] = {801,901,701,605};
           modelSides[] = {6};
           armor = 0;
           passThrough = 1;
           hiddenSelections[] = {"camo"};
       };
};

THE PROBLEM STILL EXISTS. I will try changing the name of the .p3d back to it's original name for the 8 point. This may be another dead end though considering the helmet i'm testing alongside the 8 point is having the same issue and it's .p3d name is unchanged and original. I will try it though and see if it helps. Thanks again everyone.

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thx for the info. hopfully you find a solution soon. i will wait until the mod+serverkey is released to put your mod in our repo ,)

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Sounds like incorrect lods setup. Make sure you also have the correct selections and property names in all lods. Just check the a3 sample if needed

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Sounds like incorrect lods setup. Make sure you also have the correct selections and property names in all lods. Just check the a3 sample if needed

Thanks I will look into that, does anything look wrong here:

http://i.imgur.com/loZnB9G.png

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Thanks I will look into that, does anything look wrong here:

http://i.imgur.com/loZnB9G.png

I ported the hat to. Heres my config that works.

			class usmc_garrison : ItemCore {
	scope = 2;
	weaponPoolAvailable = 1;
	displayName = "USMC Cover (Wood)";
	picture = "\A3\characters_f\Data\UI\icon_H_Cap_patrol_mcamo_CA.paa";
	model = "Marine_Corps\Helmets\usmc_officer_hat.p3d";

	class ItemInfo : HeadGearItem {
		mass = 4;
		allowedSlots[] = {901, 701, 605};
		uniformModel="Marine_Corps\Helmets\usmc_officer_hat.p3d";
		modelSides[] = {6};
		armor = 3*0.05;
		passThrough = 0.95;
		hiddenSelections[] = {"camo"};
	};
};	

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***I have observed the headgear tilting in unison with the jaw/mouth of the character opening. The character yawned and the hat tilted the furthest that I have ever seen. Just new info on the situation, maybe that will turn on a lightbulb for someone. The hat does still tilt even when the jaw/mouth are not visually moving.

So, I have gotten a few people to test the updated version that I have had problems with and all of them have reported seeing nothing abnormal with the new headgear. This makes me think that the bug is on my end, but I am not quite sure how. I am going to finish this version and get it released by tonight. Hopefully people should not experience that bug I have been experiencing.

Edited by Mattastic

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