Dressi 1 Posted May 15, 2020 Hello i have tried to make a custom backpack shaped like a belt. but I have problems getting it to snap on the character can somebody please help me with finding the issue :) here is my Config: class CfgPatches { class Mafia_belt { units[]={}; weapons[]={}; requiredVersion = 1.000000; requiredAddons[]={A3Data,A3_Characters_f,A3_Weapons_f,A3_Sounds_f}; }; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class A3ManBase; class USBasicBag; ////////////////////////////BAGS///////////////////////////////// class Mafia_belt: USBasicBag { scope = 2; displayName = "Mafia belt"; model = "\Mafia_belt\Mafia_belt.p3d"; picture = "\Mafia_belt\Icons\Mafia_belt.paa"; icon = "\Mafia_belt\Icons\Mafia_belt.paa"; transportMaxMagazines = 8; transportMaxWeapons = 0; }; }; Here is my model.cfg: 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 Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head" }; }; 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", "HeadCutScene","head", "jaw","head", "chin","head", "jaw_rf","head", "jaw_rm","head", "jaw_rs","head", "jaw_lf","head", "jaw_lm","head", "jaw_ls","head", "ear_r","head", "ear_l","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprb","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "lip_uplb","head", "nose_tip","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_lm","head", "zig_lb","head", "zig_rt","head", "zig_rm","head", "zig_rb","head", "cheek_r","head", "cheek_l","head", "eyebrow_lb","head", "eyebrow_lm","head", "eyebrow_lf","head", "corr","head", "eyebrow_rf","head", "eyebrow_rm","head", "eyebrow_rb","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_rm","head", "cheek_rb","head", "cheek_lf","head", "cheek_lm","head", "cheek_lb","head", "forehead_l","head", "forehead_m","head", "forehead_r","head", "l_eye","head", "r_eye","head", "l_pupila","head", "r_pupila","head", "neck_t","head", "neck_b","head", "neck_r","head", "neck_l","head", "tongue_b","head", "tongue_m","head", "tongue_f","head", //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=""; }; class WomanSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", "jaw","head", "chin","head", "jaw_rm","head", "jaw_lm","head", "lip_lc","head", "lip_lwlb","head", "lip_lwlf","head", "lip_lwm","head", "lip_lwrf","head", "lip_lwrb","head", "lip_rc","head", "lip_uprf","head", "lip_upm","head", "lip_uplf","head", "nose_r","head", "nose_l","head", "zig_lt","head", "zig_rt","head", "cheek_r","head", "cheek_l","head", "eyebrow_lm","head", "corr","head", "eyebrow_rm","head", "eye_upr","head", "eye_lwr","head", "eye_upl","head", "eye_lwl","head", "cheek_rf","head", "cheek_lf","head", "forehead_m","head", "l_eye","head", "r_eye","head", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftInHandRing","LeftHand", "LeftHandRing1","LeftInHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftInHandRing", "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", "RightInHandRing","RightHand", "RightHandRing1","RightInHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightInHandRing", "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=""; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "OFP2_ManSkeleton"; }; class Mafia_belt: ArmaMan {}; class ArmaWoman:Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "clan","clan_sign","Camo","CamoB" }; skeletonName = "WomanSkeleton"; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Flag: Default { sections[] = {"latka"}; }; class flag_auto: Flag {}; class flag_alone: Flag {}; }; Here is a GIF of my Arma 3 Object Builder: https://gyazo.com/1837adc7a38ebcf11d3b8edc5fd61a2d And here is a picture of the error ingame: https://gyazo.com/2351dfa700c03a93bc0c70c868335374 I have used this guide to create the config, model and things in object builder: https://forums.bohemia.net/forums/topic/101276-custom-backpack-tutorial-by-stalkergb/ Share this post Link to post Share on other sites
Jackal326 1182 Posted May 16, 2020 You have no named selections for the model in your resolution/pilot lods (e.g. Spine, Spine1, Spine2 etc). Of course your model is going to sit on the floor as it has no way of knowing where it is supposed to go... Check out the ArmA3 sample character model for reference. Share this post Link to post Share on other sites