maxjoiner 284 Posted February 10, 2021 Hi all, another injury problem on my 3d models. here is my the 3d model: The other sections work fine (injury_hands and injury_legs) but on that doesn't appear the injury textures. this is the Wounds class in config: Quote class Wounds { tex[] = {}; mat[] = {"max_hitman\data\functionary.rvmat","max_hitman\data\hitman_injury1.rvmat","max_hitman\data\hitman_injury2.rvmat","max_hitman\data2\hands.rvmat","max_hitman \data\hitman_injury1.rvmat","max_hitman\data\hitman_injury2.rvmat"}; }; These are the sections in model.cfg: Quote 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" }; and these are the files RVMATS in addon folder: Please anyone knows why it doesn't work? Share this post Link to post Share on other sites
maxjoiner 284 Posted February 12, 2021 The same thing happens with the 3d model Body (A3_character_example ArmA3 Samples): The injury_body section doesn't work... The Wounds class in config: Quote class Wounds { tex[] = {}; mat[] = {"A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat"}; }; Share this post Link to post Share on other sites
reyhard 2082 Posted February 12, 2021 Can you show your full config perhaps? Share this post Link to post Share on other sites
maxjoiner 284 Posted February 13, 2021 Thanks mate but I was able to Fix it! I had forgotten to add the Hitpoints in config: Quote class HitPoints { class HitFace { armor = 1; // coefficient of the total armor defined below for the whole object material = -1; // damage material (-1 means "unused") name = "face_hub"; // selection name from hit points LOD in object passThrough = 0.1; // coefficient defining how much damage will pass into total damage when this hit point is damaged radius = 0.08; // size of the hit point sphere, this is how it works: https://community.bistudio.com/wiki/Arma_3_Damage_Description explosionShielding = 0.1; // multiplier of explosive damage (parameter: explosive > 0 in ammunition type) minimalHit = 0.01; // minimal damage value that can be applied, damage below this threshold is ignored }; class HitNeck: HitFace { armor = 1; material = -1; name = "neck"; passThrough = 0.1; radius = 0.1; explosionShielding = 0.5; minimalHit = 0.01; }; class HitHead: HitNeck { armor = 1; material = -1; name = "head"; passThrough = 0.1; radius = 0.2; explosionShielding = 0.5; minimalHit = 0.01; depends = "HitFace max HitNeck"; // returns the greater of HitFace and HitNeck }; class HitPelvis { armor = 1; material = -1; name = "pelvis"; passThrough = 0.1; radius = 0.2; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitAbdomen: HitPelvis { armor = 1; material = -1; name = "spine1"; passThrough = 0.1; radius = 0.15; explosionShielding = 1; visual = "injury_body"; minimalHit = 0.01; }; class HitDiaphragm: HitAbdomen { armor = 1; material = -1; name = "spine2"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitChest: HitDiaphragm { armor = 1; material = -1; name = "spine3"; passThrough = 0.1; radius = 0.15; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; }; class HitBody: HitChest { armor = 1000; material = -1; name = "body"; passThrough = 0.1; radius = 0.16; explosionShielding = 6; visual = "injury_body"; minimalHit = 0.01; depends = "HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; // depends work only for hit points defined in inheritance chain }; class HitArms { armor = 1; material = -1; name = "arms"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; }; class HitHands: HitArms { armor = 1; material = -1; name = "hands"; passThrough = 1; radius = 0.1; explosionShielding = 1; visual = "injury_hands"; minimalHit = 0.01; depends = "HitArms"; }; class HitLegs { armor = 1; material = -1; name = "legs"; passThrough = 1; radius = 0.12; explosionShielding = 1; visual = "injury_legs"; minimalHit = 0.01; }; }; Share this post Link to post Share on other sites
icebreakr 3159 Posted December 14, 2023 Hey Max! Glad you resolved this... but when I use these classes on my units (Alienz Zetaborn) ACE damages stop working... and no wounds appear. Model is correctly configured, also memory values... any ideas what could be wrong? Share this post Link to post Share on other sites