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#RaBBit#

model config

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Model its still not animating ingame.

That is bad here :

#define true 1

#define false 0

#define VSoft 0

#define VArmor 1

#define VAir 2

#define private 0

#define protected 1

#define public 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches

{

class pol_unit

{

units[]={};

weapons[]={};

};

};

class CfgVehicleClasses

{

class pol_unit

{

displayName = "pol_unit";

};

};

class CfgSkeletons

{

class Default;

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =

{

"neck","",

"neck1","neck",

"head","neck1",

"lBrow","head",

"mBrow","head",

"rBrow","head",

"lMouth","head",

"mMouth","head",

"rMouth","head",

"eyelids","head",

"LLip","head"

};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{

"weapon","",

"launcher","",

"Camera","",

"Spine","",

"Spine1","",

"Spine2","",

"Spine3","",

"Pelvis","",

//Left upper side

"LeftShoulder","",

"LeftArm","",

"LeftArmRoll","",

"LeftForeArm","",

"LeftForeArmRoll","",

"LeftHand","",

"LeftHandRing","",

"LeftHandRing1","",

"LeftHandRing2","",

"LeftHandRing3","",

"LeftHandPinky1","",

"LeftHandPinky2","",

"LeftHandPinky3","",

"LeftHandMiddle1","",

"LeftHandMiddle2","",

"LeftHandMiddle3","",

"LeftHandIndex1","",

"LeftHandIndex2","",

"LeftHandIndex3","",

"LeftHandThumb1","",

"LeftHandThumb2","",

"LeftHandThumb3","",

//Right upper side

"RightShoulder","",

"RightArm","",

"RightArmRoll","",

"RightForeArm","",

"RightForeArmRoll","",

"RightHand","",

"RightHandRing","",

"RightHandRing1","",

"RightHandRing2","",

"RightHandRing3","",

"RightHandPinky1","",

"RightHandPinky2","",

"RightHandPinky3","",

"RightHandMiddle1","",

"RightHandMiddle2","",

"RightHandMiddle3","",

"RightHandIndex1","",

"RightHandIndex2","",

"RightHandIndex3","",

"RightHandThumb1","",

"RightHandThumb2","",

"RightHandThumb3","",

//Left lower side

"LeftUpLeg","",

"LeftUpLegRoll","",

"LeftLeg","",

"LeftLegRoll","",

"LeftFoot","",

"LeftToeBase","",

//Right lower side

"RightUpLeg","",

"RightUpLegRoll","",

"RightLeg","",

"RightLegRoll","",

"RightFoot","",

"RightToeBase",""

};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] =

{

"stozar","",

"vlajka",""

};

};

};

class CfgModels

{

class Default;

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

skeletonName = "Head";

sections[] =

{

"swap_hhl",

"hide_eyewear"

};

};

class pol_unit: Default

{

skeletonName = "OFP2_ManSkeleton";

sections[] =

{

"swap_hhl","swap_wound_head","swap_wound_body","swap_wo

und_legL","swap_wound_armL","swap_wound_armR","swap_wound_le

gL","swap_wound_legR","hide_eyewear","hide_medic",&quot

;swap_bdu", "hide_teamcolor"

};

};

};

class CfgVehicles {

class Land; // External class reference

class Man : Land {

class ViewPilot; // External class reference

};

class CAManBase;

class pol_h_sniper: CAManBase

{

model = "\pol_unit\pol_h_sniper.p3d";

scope = public;

vehicleClass = "pol_unit";

side = TGuerrila;

weapons[] = {""};

displayName = "snajper";

magazines[] = {""};

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Model its still not animating ingame.

That is bad here :

........

I do know why, cfgmovesmalesdr is missed biggrin_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgSkeletons

{

class tg_soldierskeleton

{

isDiscrete=0;

skeletonInherit="";

skeletonBones[]=

{

"pelvis","",

"spine", "pelvis",

"spine1", "pelvis",

"spine2", "spine1",

"spine3", "spine2",

"neck1", "spine3",

"neck", "spine3",

"head", "neck",

"LLip", "head",

"Eyelids", "head",

"lBrow", "head",

"mBrow", "head",

"rBrow", "head",

"lMouth", "head",

"mMouth", "head",

"rMouth", "head",

"Leftshoulder", "spine3",

"LeftArm", "Leftshoulder",

"Leftarmroll", "LeftArm",

"LeftForearm", "LeftArm",

"Leftforearmroll", "LeftForearm",

"lWrist", "LeftForearm",

"LeftHand", "LeftForearm",

"LeftHandThumb1", "LeftHand",

"LeftHandThumb2", "LeftHandThumb1",

"LeftHandThumb3", "LeftHandThumb2",

"LeftHandIndex1", "LeftHand",

"LeftHandIndex2", "LeftHandIndex1",

"LeftHandIndex3", "LeftHandIndex2",

"LeftHandMiddle1", "LeftHand",

"LeftHandMiddle2", "LeftHandMiddle1",

"LeftHandMiddle3", "LeftHandMiddle2",

"LeftHandRing", "LeftHand",

"LeftHandRing1", "LeftHandRing",

"LeftHandRing2", "LeftHandRing1",

"LeftHandRing3", "LeftHandRing2",

"LeftHandPinky1", "LeftHand",

"LeftHandPinky2", "LeftHandPinky1",

"LeftHandPinky3", "LeftHandPinky2",

"Rightshoulder", "spine3",

"RightArm", "Rightshoulder",

"Rightarmroll", "RightArm",

"RightForearm", "RightArm",

"Rightforearmroll", "RightForearm",

"rWrist", "RightForearm",

"RightHand", "RightForearm",

"RightHandThumb1", "RightHand",

"RightHandThumb2", "RightHandThumb1",

"RightHandThumb3", "RightHandThumb2",

"RightHandIndex1", "RightHand",

"RightHandIndex2", "RightHandIndex1",

"RightHandIndex3", "RightHandIndex2",

"RightHandMiddle1", "RightHand",

"RightHandMiddle2", "RightHandMiddle1",

"RightHandMiddle3", "RightHandMiddle2",

"RightHandRing", "RightHand",

"RightHandRing1", "RightHandRing",

"RightHandRing2", "RightHandRing1",

"RightHandRing3", "RightHandRing2",

"RightHandPinky1", "RightHand",

"RightHandPinky2", "RightHandPinky1",

"RightHandPinky3", "RightHandPinky2",

"lfemur", "pelvis",

"Leftupleg", "pelvis",

"Leftuplegroll", "Leftupleg",

"Leftleg", "Leftupleg",

"Leftlegroll", "Leftleg",

"Leftfoot", "Leftleg",

"Lefttoebase", "Leftfoot",

"rfemur", "pelvis",

"Rightupleg", "pelvis",

"Rightuplegroll", "Rightupleg",

"Rightleg", "Rightupleg",

"Rightlegroll", "Rightleg",

"Rightfoot", "Rightleg",

"Righttoebase", "Rightfoot",

"slot_buttpack", "pelvis",

"slot_backwpnl", "pelvis",

"slot_backwpnr", "pelvis",

"slot_backpack", "pelvis",

"slot_patrolwpn", "pelvis",

"launcher", "",

"weapon", "",

"camera", ""

};

};

};

class CfgMovesMaleSdr;

class tg_soldierMoves : CfgMovesMaleSdr

{

skeletonName = "tg_soldierskeleton";

collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};

collisionGeomCompPattern[] = {1, 3, 6};

};

class CfgModels

{

class tg_Head

{

skeletonName="tg_soldierskeleton";

sections[]={"osobnost","brejle"};

sectionsInherit="";

};

class tg_Person

{

skeletonName="tg_soldierskeleton";

sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"};

sectionsInherit="tg_Head";

};

class tg_soldierskeleton:tg_Person{};

class gdi_soldier:tg_Person{};

class gdi_discthrower:tg_Person{};

class gdi_engineer:tg_Person{};

class gdi_medic:tg_Person{};

class gdi_jumpjetinfantry:tg_Person{};

class gdi_ghoststalker:tg_Person{};

class nod_soldier:tg_Person{};

class nod_rakzero:tg_Person{};

class nod_engineer:tg_Person{};

class nod_cyborg:tg_Person{};

class nod_cyborgreaper:tg_Person{};

class nod_commandocyborg:tg_Person{};

class nod_hijacker:tg_Person{};

};

this is what i have made, and our GDI Soldier works with it. just change my names, so you get it wink_o.gif

Btw, no problem whistle.gif

Sentry

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Hi,

Really sorry for the stupid question but I can't figure it out.

I'm trying to make my first selections (a tank) and am using the bmp2 model as an example.  The problem is the wheels are called koloP.  I thought that the "l" was an L and started making my selections up smile_o.gif.  Then I hit this "KolL1".  So I went back and checked and a capital "I" in O2PE looks identical to a lower case "L"

Like I said, really dumb question, but I don't want to have things go wrong later.  So anyone please know if its an "I" or an "l".

Thank you. smile_o.gif

Edit: I managed to get hold of a czech dictionary, and if it's the word I think it is, then it's an "L".  Will just run with that for now.

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Guest

you can put "wheel left" instead but whatever u put it has to get the same name in the config.cpp

{and ye really really stupid question} as its written on the wiki :

http://community.bistudio.com/wiki/ArmA:_Selection_Translations

if u dont speak czech (and dont need a dictionary)

else put your own names on selections and keep them all along the config

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Quote[/b] ]you can put "wheel left" instead but whatever u put it has to get the same name in the config.cpp

{and ye really really stupid question} as its written on the wiki :

http://community.bistudio.com/wiki/ArmA:_Selection_Translations

if u dont speak czech (and dont need a dictionary)

else put your own names on selections and keep them all along the config

Thanks for your help.

I did actually search that page with ctrl + F.  But I guess it never came up because i searched with the numbers on the end.

And I was using czech names because I read on wiki :

Some Named Selections require Czech names for them to work.

Thanks again for your help though, will just use english as suggested.

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