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AlphaWolF

Could somebody take a look at my config and let me know the problem thanks.

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Ive been away from Arma 3 for around 6 months but juse before I took a break I have just managed to finally get a handle on modding.

But upon coming back a few days ago I was really impressed with the VR arsenal addition and instantly thought this Is a really useful tool for checking out modded content and a good tool for viewing your own stuff to check its ok.

So I fired up a mod I mad and I can see the mask is selectable in the headgear options.

The mask is called otocamo mask. config below.

class CfgPatches

{

class TEST_UNITS

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma};

};

};

class cfgFactionClasses

{

class TEST_FACTION //Faction Calling Name

{

displayName = "FOXHOUND"; //Faction name in-game

icon = "TEST\img.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa"

priority = 1; //How far down it is on the menu

side = 1; // 1 Blufor 2 opfor 3 independant i think.

};

};

class CfgVehicleClasses

{

class TEST_Units //Name of unit group e.g Air, Infantry, Armour

{

displayName = "Black ops"; //In-game name

priority = 2; // How far down it is on the menu

};

};

class CfgVehicles

{

class B_Soldier_base_F; //Blufor Soldier

class TEST_Marksman: B_Soldier_base_F //Unit Class name: Class getting info from

{

side = 1; //Blufor

faction = "TEST_FACTION"; //Your Faction

vehicleclass = "TEST_Units"; //Unit Group

author = "AlphaWolF";

_generalMacro = "TEST_Marksman"; //Class Name

scope = 2;

displayName = "SOLID SNAKE"; //In-Game Name

weapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"};

respawnWeapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"};

magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade"};

respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade"};

cost = 300000;

threat[] = {1,0.7,0.3};

linkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","Rangefinder","ItemRadio","NVGoggles"};

respawnLinkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"};

model = "\FOXHOUND\Solid_Snake"; //Path to model

uniformClass = "TEST_Uniform"; //uniform you are using

camouflage = 1.6;

};

};

class cfgWeapons

{

class Uniform_Base;

class UniformItem;

class TEST_Uniform: Uniform_Base

{

scope = 2;

displayName = "OCTOCAMO"; //In-Game name

picture = "\A3\characters_f_epa\data\ui\icon_U_B_CTRG_uniform_ca.paa"; //Menu Picture

model = "\FOXHOUND\Solid_Snake.p3d";

class ItemInfo: UniformItem

{

uniformModel = "Solid_Snake.p3d";

uniformClass = "Stealth"; //A Unit that wears it

containerClass = "Supply40"; //Carry Amount

mass = 30; //Weight

};

};

class V_PlateCarrier3_rgr;

class ItemInfo;

class TEST_Vest: V_PlateCarrier3_rgr

{

picture = "\A3\Characters_F_EPA\Data\ui\Icon_V_plate_carrier_snake_ca.paa"; //Menu Picture

displayName = "Snakes Tactical Vest"; //In-Game name

class ItemInfo: ItemInfo

{

uniformModel = "\FOXHOUND\Snake_vest"; //Vest model you are using

containerClass = "Supply100"; //Carry Amount

mass = 40; // Weight

armor = "5*1.4";

passThrough = 0.4;

};

};

class ItemCore;

class HeadgearItem;

class TEST_Helmet: ItemCore

{

scope = 2;

weaponPoolAvailable = 1;

displayName = "octocamo mask"; //In-Game name

picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; //Menu Picture

model = "\FOXHOUND\octo_mask"; // Model

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"TEST\data\TEST_Helmet_co.paa"}; // Path to your texture.

class ItemInfo: HeadgearItem

{

mass = 40; // Weight

uniformModel = "\FOXHOUND\octo_mask";

modelSides[] = {3,1,2};

armor = "3*0.6";

passThrough = 0.6;

};

};

};

But now this time i Want to add a hockey mask I sculpted in zbrush, and I used the headgear.hpp template thats in the samples folder juast incase there were any updates, and it looks like more options available to the item I made the necessary changes the path to the model but its just not showing as an option anywhere in VR arsenal , Can anybody see what ive missed.

cfgHeadgear.hpp

class HeadgearItem: InventoryItem_Base_F

{

allowedSlots[] = {BACKPACK_SLOT, HEADGEAR_SLOT}; /// defines where can be the cap placed, it is small enough to fit in backpack

type = HEADGEAR_SLOT; /// standard slot for the cap is on head

hiddenSelections[] = {}; /// default caps don't have any changeable selections

hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection

};

class H_Test_Headgear: ItemCore

{

scope = 2; /// scope needs to be 2 to have a visible class

displayName = "Test Headgear"; /// how would the stuff be displayed in inventory and on ground

picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; /// this looks fairly similar

model = "\Hockey Mask\Hockey Mask.p3d"; /// what model does the cap use

hiddenSelections[] = {"camo"}; /// what selection in model could have different textures

hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\capb_police_co.paa"}; /// what texture is going to be used

class ItemInfo: HeadgearItem

{

mass = 10; /// combined weight and volume of the cap, this equals to single magazine

uniformModel = "\Hockey Mask\Hockey Mask.p3d"; /// what model is used for this cap

allowedSlots[] = {UNIFORM_SLOT, BACKPACK_SLOT, VEST_SLOT, HEADGEAR_SLOT}; /// this cap is so small and flexible that it fits everywhere

modelSides[] = {6}; /// available for all sides

armor = 0; /// this cap doesn't provide any protection

passThrough = 1; /// this cap doesn't provide any protection

hiddenSelections[] = {"camo"}; /// what selection in model could have different textures

};

};

Config file

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_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 Hockey_Mask : ArmaMan {}

};

Link to Pic of Mask if anybodys intrested in seeing it

http://alphawolf-uk.deviantart.com/art/Jason-mask-Front-463963445

Path to PBO \Arma 3\@Hockey Mask\Addons\ Hockey mask.pbo

Edited by AlphaWolF

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