Dressi 1 Posted May 14, 2018 Hello i want to make a belt ingame, it need to work like a backpack. my problem is, i dont know what i need to do with the 3d model when it is in the object builder, can someone help? https://gyazo.com/8fb681cbe9203d10eef75a27a6a3d3c5 and i need help to make a config file too, i have found an example but i need to be sure if it is okay, and how i can change the size of the backpack. i am playing on an rp server where we can click y and see every think in a virtual inventory Here is the example: Spoiler #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class My_Backpacks { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Weapons_F" }; }; }; class cfgVehicles { class ContainerSupply; class Bag_Base; class B_Bergen_Base; // External class reference class MY_Backpack : B_Bergen_Base { scope = public; class TransportMagazines{}; class TransportWeapons{}; isbackpack = 1; transportMaxWeapons = 1; transportMaxMagazines = 13; class DestructionEffects{}; displayName = "Alice Pack"; model = "\AP\AP_Bag.p3d"; vehicleClass = "Backpacks"; allowedSlots[] = {901}; }; }; in the top of the invetory can i see an number showing how much space there is in the backpack example 104, i am looking for a way to make my backpack so big that the number is showing 152 example: https://gyazo.com/f8f4d37ac0baec6dbd1875c1aedadde1 i hope somebody can understand my problem and maybe help :) Share this post Link to post Share on other sites
Dedmen 2695 Posted May 16, 2018 On 14.5.2018 at 7:00 PM, Dressi said: in the top of the invetory can i see an number showing how much space there is in the backpack example 104 The space is configured in the backpacks ItemInfo subclass. look at the ingame config viewer on how that works. Share this post Link to post Share on other sites
Dressi 1 Posted May 16, 2018 @Dedmen okay i will try that but can you maybe help me on my other post, because i want to get it ingame first to test it :) :) Share this post Link to post Share on other sites
Dedmen 2695 Posted May 16, 2018 You should also take a look at the backpack example in the Arma 3 Samples. I think you might need a memory point in your model Share this post Link to post Share on other sites
Dressi 1 Posted May 16, 2018 for some reason theres is no template for backpacks in arma 3 samples but i have a friend who gave me an good idea, he said that i can find a uniform in arma's own files. but i hink i need to make memory and all that kind of stuff inside object builder but i dont know how? Share this post Link to post Share on other sites
Dressi 1 Posted May 17, 2018 I still need help my object is ingame, but when i take it on, it is attacet to the ground, can someone help me get it perfect attachet to the body. i think i have to make a model.cfg but i am not so sure. right now i am using this model, that i have found and changed a little bit in: Spoiler 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 DJGigagaming : ArmaMan {}; }; Share this post Link to post Share on other sites