#RaBBit# 0 Posted August 26, 2007 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"," ;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[] = {""}; Share this post Link to post Share on other sites
Sentry 0 Posted August 26, 2007 Model its still not animating ingame.That is bad here : ........ I do know why, cfgmovesmalesdr is missed <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 Btw, no problem Sentry Share this post Link to post Share on other sites
Bracken 0 Posted September 6, 2007 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. Â The problem is the wheels are called koloP. Â I thought that the "l" was an L and started making my selections up . Â Then I hit this "KolL1". Â 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. Â So anyone please know if its an "I" or an "l". Thank you. 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". Â Will just run with that for now. Share this post Link to post Share on other sites
Guest Posted September 6, 2007 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 Share this post Link to post Share on other sites
Bracken 0 Posted September 6, 2007 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. Â 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. Share this post Link to post Share on other sites