VipHeart 0 Posted March 29, 2005 Although I've been working with Flashpoint for years I never really noticed the CfgCloth Section in the config.cpp. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgCloth { class Flag { stepSize=0.005; colPoints=9; rowPoints=9; stretchCoef=1000; fricCoef=1; windCoef=10; gravCoef=1; }; }; It seems somehow to be relied to the Flags in OFP. However, the explanation in the commented config is not very sufficient. If I stick to the name i would guess it defines properties to create clothes in OFP. But how does it work? Only as proxy? Is it possible to apply it to other things then flags like camo nets or cargo nets or even capes?? Any idea folks?? Share this post Link to post Share on other sites
Guest Posted March 29, 2005 u can atach this to all static objects... but its wery big cpu eather.Put 20 flags on map and watch fps McHide Share this post Link to post Share on other sites
VipHeart 0 Posted March 29, 2005 Quote[/b] ]u can atach this to all static objects... but its wery big cpu eather.Put 20 flags on map and watch fps Thx ostrorogi, but I know The question is wether you have to attach it as proxy or somehow define a part of the object with this properties?? Could you gimme an example? Share this post Link to post Share on other sites
VipHeart 0 Posted March 31, 2005 Does really nobody know how to use the CfgCloth section?? Share this post Link to post Share on other sites
Messiah 2 Posted March 31, 2005 no, but i would love to as i've added other 'flags' to a model which can be set to a nation via objecttexture, but they are rigid... making them flap would be excellent Share this post Link to post Share on other sites
Guest Posted March 31, 2005 Its not soo hard.U have to define it correctly. McHide Share this post Link to post Share on other sites
Planck 1 Posted March 31, 2005 Quote[/b] ]making them flap would be excellent I think you need to use the International flag pole. Then: setflagtexture "\FLAGS\countryname.jpg" or was that ...setflagtexture "FLAGS\countryname.jpg" Anyway, one of those. Planck Share this post Link to post Share on other sites
Messiah 2 Posted March 31, 2005 i think you're getting confused... they are just faces in oxygen with a texture applied... the texture happens to be a flag texture and hence i'd like to make it move Share this post Link to post Share on other sites
Planck 1 Posted March 31, 2005 Ok,I'll try to make it clearer........ Place an International Flagpole in the mission editor. In its init field put: this setflagtexture "\FLAGS\scotland.jpg" or this setflagtexture "FLAGS\scotland.jpg" one of those anyway. You will end up with a flagpole with the cross of St Andrew on it.....Scotlands flag........and it will flap about. You can choose just about any country flag you care to think about, they are all in the FLAGS.pbo as jpgs. EDIT: I think I know what you mean now.........You want to attach flags to vehicles......hmmmmm........sorry. Planck Share this post Link to post Share on other sites
Messiah 2 Posted April 1, 2005 yes... attaching a custom flag (not the 'setflagowner' flag proxie to the vehicle - i know how thats done) to the vehicle... i've already done it in terms of having a textured face... but if cloths could make it flap, then it would be much better Share this post Link to post Share on other sites
Rommel 2 Posted April 1, 2005 Well then why dont you test it out for us Messiah? Share this post Link to post Share on other sites
Messiah 2 Posted April 1, 2005 same reason no1 else has... how does it work? Share this post Link to post Share on other sites
VipHeart 0 Posted April 1, 2005 Yeah, now we talked about something widly known.. but we still don't know how to use that damned CfgCloth section Okay, let me make it clearer: For example I want to create a moving cargonet in an aircraft. I could use the flag proxy. BUT is their any other possibility to let this net behave like clothes ( hence CfgCloth..)?? Common folks.. any idea somebody??!! Share this post Link to post Share on other sites
Matthijs 40 Posted April 8, 2005 I think it might have something to do with the way the textures face reflects light. Not that you will see much of a difference with the current graphical engine. Or... it was a planned feature, that the BIS team had to leave out, because of time constraints. Much like the vehicle cargo section in the amphibious assault ship. Share this post Link to post Share on other sites
orson 0 Posted April 8, 2005 The flags in game derive from  proxies , these proxies have named sections latka  = Whole flag pevne = attach to pole volne = bit that flaps This is what gives it the rippling effect , not the texture . Take apart the FLAG_AUTO.p3d and have a look , its in your data3D folder . AFAIK its hard wired . Share this post Link to post Share on other sites