Jump to content
Sign in to follow this  
ocramweb

BIS MODEL INTO GAME

Recommended Posts

So, is it necessary to use "model.cfg" that the standard model of the soldier (without any modifications of skeleton) function properly in game?

Share this post


Link to post
Share on other sites
So, is it necessary to use "model.cfg" that the standard model of the soldier (without any modifications of skeleton) function properly in game?

or a class cfgmodel section in the config.cpp for that particular model. The model.cfg would only be necessary if you intend to preview animations and such in O2 using your model.

Share this post


Link to post
Share on other sites

veiled your answer includes in your .cpp the cfgSkeleton.

Quote[/b] ]

class CfgSkeletons

{

class Default;

class Head

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] ={"neck","","neck1","neck","head","n

eck1",

"lBrow","head","mBrow","head","rBrow",&q

uot;head","lMouth","head",

"mMouth","head","rMouth","head","eyelids&quot

;,"head","LLip","head"};

};

class ADO_BISkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{

"weapon","","launcher","","Camera",&quot

;","Spine","",

"Spine1","","Spine2","","Spine3","&

quot;,"Pelvis","",

"LeftShoulder","","LeftArm","","LeftArmRoll&q

uot;,"",

"LeftForeArm","","LeftForeArmRoll","","LeftHa

nd","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","",

"LeftHandRing3","","LeftHandPinky1","","LeftH

andPinky2","",

"LeftHandPinky3","","LeftHandMiddle1","","Lef

tHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","",

"LeftHandIndex3","","LeftHandThumb1","","Left

HandThumb2","",

"LeftHandThumb3","",

"RightShoulder","","RightArm","","RightArmRol

l","","RightForeArm","",

"RightForeArmRoll","","RightHand","","RightHa

ndRing","","RightHandRing1","",

"RightHandRing2","","RightHandRing3","","Righ

tHandPinky1","","RightHandPinky2","",

"RightHandPinky3","","RightHandMiddle1","","R

ightHandMiddle2","",

"RightHandMiddle3","","RightHandIndex1","","R

ightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","",

"LeftUpLeg","","LeftUpLegRoll","","LeftLeg&qu

ot;,"","LeftLegRoll","","LeftFoot","",

"LeftToeBase","","RightUpLeg","","RightUpLegR

oll","","RightLeg","","RightLegRoll","&q

uot;,

"RightFoot","","RightToeBase",""

};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] = {"stozar","","vlajka",""};

};

};

class CfgMovesMaleSdr;

class ado_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "ADO_BISkeleton";

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 Default;

class flag_vojak : Default {sections[] = {"latka"};};

class Head: Default

{

skeletonName = "Head";

sections[] = {"swap_hhl","hide_eyewear"};

sectionsInherit="";

};

class ado_soldat: Default

{

skeletonName = "ADO_BISkeleton";

sectionsInherit="Head";

sections[] =

{

"weapon","","launcher","","Camera",&quot

;","Spine","",

"Spine1","","Spine2","","Spine3","&

quot;,"Pelvis","",

"LeftShoulder","","LeftArm","","LeftArmRoll&q

uot;,"",

"LeftForeArm","","LeftForeArmRoll","","LeftHa

nd","",

"LeftHandRing","","LeftHandRing1","","LeftHan

dRing2","",

"LeftHandRing3","","LeftHandPinky1","","LeftH

andPinky2","",

"LeftHandPinky3","","LeftHandMiddle1","","Lef

tHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","Lef

tHandIndex2","",

"LeftHandIndex3","","LeftHandThumb1","","Left

HandThumb2","",

"LeftHandThumb3","",

"RightShoulder","","RightArm","","RightArmRol

l","","RightForeArm","",

"RightForeArmRoll","","RightHand","","RightHa

ndRing","","RightHandRing1","",

"RightHandRing2","","RightHandRing3","","Righ

tHandPinky1","","RightHandPinky2","",

"RightHandPinky3","","RightHandMiddle1","","R

ightHandMiddle2","",

"RightHandMiddle3","","RightHandIndex1","","R

ightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","Ri

ghtHandThumb3","",

"LeftUpLeg","","LeftUpLegRoll","","LeftLeg&qu

ot;,"","LeftLegRoll","","LeftFoot","",

"LeftToeBase","","RightUpLeg","","RightUpLegR

oll","","RightLeg","","RightLegRoll","&q

uot;,

"RightFoot","","RightToeBase",""

};

};

class ADO_BISkeleton:ado_soldat{};

class ado_radio:ado_soldat{};

class ado_sniper1:ado_soldat{};

class ado_officier:ado_soldat{};

class ado_commando:ado_soldat{};

class ado_eclaireur:ado_soldat{};

class ado_pilot:ado_soldat{};

};

the proof in image.

Ado_terroriste0.jpgAdo_terroriste.jpg

Share this post


Link to post
Share on other sites

At last the BIsoldier model has worked properly in the game. Thanks to all for the help, especially ADOGMC for the sample of a config.

My current config:

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

class CfgPatches

{

           class test_soldat

           {

                        units[]={"test_soldat"};

                        weapons[]={};

                        requiredVersion = 1.05;

                        requiredAddons[]={};

            };

};

class CfgVehicleClasses

{

            class test_soldat

            {

                         displayName="test_soldat";

            };

};

//===============================

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 test_BISkeleton

            {

                         isDiscrete = 0;

                         skeletonInherit = "Head";

                         skeletonBones[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

            };

            class Flag: Default {};

            class FlagCarrier: Default

            {

                         skeletonInherit = "Default";

                         skeletonBones[] = {"stozar","","vlajka",""};

            };

};

class CfgMovesMaleSdr;

class test_PeopleMoves : CfgMovesMaleSdr

{

            skeletonName = "test_BISkeleton";

            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 Default;

            class flag_vojak : Default

            {

                         sections[] = {"latka"};

            };

            class Head: Default

            {

                         skeletonName = "Head";

                         sections[] = {"swap_hhl","hide_eyewear"};

                         sectionsInherit="";

            };

            class test_soldat: Default

            {

                         skeletonName = "test_BISkeleton";

                         sectionsInherit="Head";

                         sections[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

            };

            class test_BISkeleton: test_soldat{};

};

//===============================

class CfgVehicles

{

            class Land;

            class Man: Land

            {

                         class ViewPilot;

            };

            class CAManBase;

            class SoldierWB;

            class test_soldat: SoldierWB

            {

                         model="\bimodels\BIsoldier.p3d";

                         moves="test_PeopleMoves";

                         accuracy=5;

                         displayName= "Rifleman 1";

                         nameSound = "specNas";

                         picture = "\Ca\characters\data\Ico\i_SF_CA.paa";

                         Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";

                         weapons[] = {AK74,"Throw","Put",};

                         magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","HandGrenade","HandGrenade"};

                         camouflage=0.5;

                         vehicleClass = "test_soldat";

                         threat[] = {1, 0.1, 0.1};

                         class Wounds{

                                      tex[]={};

                                      mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bimodels\bisoldier\data\us_soldier_equip.rvmat","bimodels\bisoldier\data\us_hhl.rvmat"};

                                      };

            };

};

Share this post


Link to post
Share on other sites

I'm sorry if im slow or anything but have u released them if not do you have a release date just wondering but looking SMASHING keep it up.

kris

(sorry if your surspose to help out with them making it just coudlnt resiste asking)

Share this post


Link to post
Share on other sites

In about two months for my clan and after debugging for the community if it interests somebody ^^

hold for you

Ado%a9%20Compagnie%20V1%20-%202.jpg

ado_soldatNBC.jpg

Share this post


Link to post
Share on other sites
In about two months for my clan and after debugging for the community if it interests somebody ^^

hold for you

biggrin_o.gif

Your work looks nice mate!

Share this post


Link to post
Share on other sites

OMG i cant wait for these xD looking forward to using your Insurgents and hopefully put them in a huge city biggrin_o.gif

ty for answering my post before

Share this post


Link to post
Share on other sites

comon guys, working config for default bis model,so less talented people can start there tryout,and might be

we have nice surprises... notworthy.gif

Share this post


Link to post
Share on other sites

Comon guys,

working config for default bis model,so less talented people can start there tryout,and it might give

us nice surprises...  notworthy.gif

the day we'll find in this post all default Bis model,has to come

xmas_o.gif

Share this post


Link to post
Share on other sites

Ok have same problem, model is ingame but no animations, tried putting model.cfg that comes with sample humvee model, binarized it.. nothing. Thx, BIS for sample models that don't help at all..... banghead.gifbanghead.gifbanghead.gif

Share this post


Link to post
Share on other sites

Do the animations work when you have it in O2 and are viewing the model in Buldozer (ArmA.exe).

Pressing the middle mouse button should cycle through any animations the model has set in its model.cfg file, the mouse wheel itself will animate the relevant part once selected.

Planck

Share this post


Link to post
Share on other sites
Ok have same problem, model is ingame but no animations, tried putting model.cfg that comes with sample humvee model, binarized it.. nothing. Thx, BIS for sample models that don't help at all.....  banghead.gif  banghead.gif  banghead.gif

Well if others got it to work via the sample models, then the problem is on your end.

Share this post


Link to post
Share on other sites
Do the animations work when you have it in O2 and are viewing the model in Buldozer (ArmA.exe).

Pressing the middle mouse button should cycle through any animations the model has set in its model.cfg file, the mouse wheel itself will animate the relevant part once selected.

Planck

they don't work, even on sampe models not modified. Or can the config mess the animations? I selethed the M2 on Humvee and press middle mouse nothing happens. Only says Anim on top left corner.

MehMan

I dont know what can cause this problem, so i can't fix problem if i dont even nkow the problem..... Spent 3 weeks and didn't find anything that might cause problems with animations. Still have non animated humvee with BIS clan logo on side and flash that is always on the gun....

Share this post


Link to post
Share on other sites
[...]Still have non animated humvee with BIS clan logo on side and flash that is always on the gun....

That to me indicates an incorrect model define. Instead of going with model.cfg, try using a cfgmodels section in the config.cpp. You wont be able to preview animations in O2, but it is more likely to work in ArmA.

Share this post


Link to post
Share on other sites

except i dont know how to write this cfgmodels... tried by modifying BIS sample on BIKI, didn't work. Incorrect model define? i redownloaded the BIS sample models and animations still don't work can't priview and see BIS logo.

Share this post


Link to post
Share on other sites

Have you tried unrapping the config files that came with the game and modifying them? Those should work.

Share this post


Link to post
Share on other sites
Have you tried unrapping the config files that came with the game and modifying them? Those should work.

they don't have entry cfgmodels.

Do i have to modfify models.cfg to make it work or what?

my config doesn't have any cfgModels because i don't know how to write one, and BIKI lacks solid examples. And binirizing with BIS's model.cfg animations still don't work.

And remember if you don't know exact solution, don't waste time posting here! posts like "add cfModels to config" don't help at all because i know that i need cfmodels, or working models.cfg...

Share this post


Link to post
Share on other sites

Here is config that i made, now with cfgMOdels ArmA does't even work...

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

#define true 1

#define false 0

#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 TFrikonec hlavnely 6

#define TLogic 7

#define VSoft 0

#define VArmor 1

#define VAir 2

#define LockNo 0

#define LockCadet 1

#define LockYes 2

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class ESP_HMMVW {

units[] = {ESP_50_Humvee};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

};

};

class CfgSkeletons

{

class Default {};

class Car : Default {};

class ESP_50_Humvee : Car

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]=

{

"levy predni","",

"levy zadni","",

"pravy predni","",

"pravy zadni","",

"volant","",

"OtocVez","",         //defines bone turret_x

"OtocHlaven","OtocVez"  //defines bone turret_y and makes it linked to bone turret_x

};

};

};

class CfgModels

{

class Default

{

sections[] = {""};

sectionsInherit="";

};

class Car : Default {};

class ESP_50_Humvee

{

sectionsInherit="Car";

sections[]=

{

"levy predni","levy zadni",

"pravy predni","pravy zadni",

"brzdove svetlo ","light_Front_Left",

"light_Front_Right","zadni svetlo ",

"volant","L svetlo","P svetlo",

"OtocVez","OtocHlaven","konec hlavne","usti"

};

skeletonName="ESP_50_Humvee";

class Animations

{

class levy predni

{

type="rotationX";

source="wheel";

selection="levy predni";

axis="";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class levy zadni : levy predni

{ selection="levy zadni"; };

class pravy predni: levy predni

{ selection="pravy predni"; };

class pravy zadni : levy predni

{ selection="pravy zadni"; };

class levy predni_Steering

{

type="rotationY";

source="drivingWheel";

selection="levy predni";

axis="";

memory=1;

sourceAddress="clamp";

minValue=-1;

maxValue=1;

angle0="rad +30";

angle1="rad -30";

};

class pravy predni_Steering : levy predni_Steering

{ selection="pravy predni"; };

class SteeringWheel : levy predni_Steering

{

type="rotation";

selection="volant";

axis="axis_steeringWheel";

angle0="rad +180";

angle1="rad -180";

};

class OtocVez //the horizontal moving part of the turret

{

type="rotationY";

source="OtocVez";

selection="OtocVez";

axis="OtocVez";

animPeriod=0;

memory=1;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

class OtocHlaven //the vertical moving part of the turret

{

type="rotationX";

source="OtocHlaven";

selection="OtocHlaven";

axis="OtocHlaven";

animPeriod=0;

memory=1;

minValue="rad -360";

maxValue="rad +360";

angle0="rad -360";

angle1="rad +360";

};

};

};

};

class CfgVehicleClasses

{

class ESP_Veh

{

displayName = "ESP Vehicles";

};

};

class CfgVehicles

{

       /*extern*/ class HMMWV50;

class ESP_50_Humvee: HMMWV50

{

model="\ESP_Humvee\ESPhummer";

vehicleClass="ESP_Veh";

     

class Damage {

tex[] = {};

mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"};

};

};

};

Share this post


Link to post
Share on other sites

Should animations work with this Config and model.cfg that comes with BIS models?

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

class CfgPatches {

class ESP_HMMVW {

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAData", "CACharacters", "CAWeapons", "CASounds", "CA_Anims_Char"};

};

};

class CfgVehicleClasses

{

class ESP_Veh

{

displayName = "ESP Vehicles";

};

};

class CfgVehicles

{

/*extern*/ class HMMWV50;

class ESP_50_Humvee: HMMWV50

{

model="\ESP_Humvee\ESPhummer";

vehicleClass="ESP_Veh";

class Damage {

tex[] = {};

mat[] = {"ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1.rvmat", "ca\wheeled\data\hmmwv_regular_1_destruct.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood.rvmat", "ca\wheeled\data\hmmwv_hood_destruct.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details.rvmat", "ca\wheeled\data\hmmwv_details_destruct.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body.rvmat", "ca\wheeled\data\hmmwv_body_destruct.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular.rvmat", "ca\wheeled\data\hmmwv_regular_destruct.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks.rvmat", "ca\wheeled\data\hmmwv_clocks_destruct.rvmat"};

};

};

};

Share this post


Link to post
Share on other sites

i seem to be having the infamous "body int he ground" issue with my model.

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

class CfgPatches

{

class test_soldat

{

units[]={"test_soldat"};

weapons[]={};

requiredVersion = 1.05;

requiredAddons[]={};

};

};

class CfgVehicleClasses

{

class test_soldat

{

displayName="test_soldat";

};

};

//===============================

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 test_BISkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

skeletonBones[] = {"stozar","","vlajka",""};

};

};

class CfgMovesMaleSdr;

class test_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "test_BISkeleton";

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 Default;

class flag_vojak : Default

{

sections[] = {"latka"};

};

class Head: Default

{

skeletonName = "Head";

sections[] = {"swap_hhl","hide_eyewear"};

sectionsInherit="";

};

class test_soldat: Default

{

skeletonName = "test_BISkeleton";

sectionsInherit="Head";

sections[] =

{"weapon","","launcher","","Camera","","Spine","","Spine1","","Spine2","","Spine3","","Pelvis","","LeftShoulder","","LeftArm","","LeftArmRoll","","LeftForeArm","","LeftForeArmRoll","","LeftHand","",

"LeftHandRing","","LeftHandRing1","","LeftHandRing2","","LeftHandRing3","","LeftHandPinky1","","LeftHandPinky2","","LeftHandPinky3","","LeftHandMiddle1","","LeftHandMiddle2","",

"LeftHandMiddle3","","LeftHandIndex1","","LeftHandIndex2","","LeftHandIndex3","","LeftHandThumb1","","LeftHandThumb2","","LeftHandThumb3","","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightForeArmRoll","","RightHand","","RightHandRing","","RightHandRing1","","RightHandRing2","","RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","RightHandMiddle1","","RightHandMiddle2","","RightHandMiddle3","","RightHandIndex1","","RightHandIndex2","","RightHandIndex3","",

"RightHandThumb1","","RightHandThumb2","","RightHandThumb3","","LeftUpLeg","","LeftUpLegRoll","","LeftLeg","","LeftLegRoll","","LeftFoot","","LeftToeBase","","RightUpLeg","",

"RightUpLegRoll","","RightLeg","","RightLegRoll","","RightFoot","","RightToeBase",""};

};

class test_BISkeleton: test_soldat{};

};

//===============================

class CfgVehicles

{

class Land;

class Man: Land

{

class ViewPilot;

};

class CAManBase;

class SoldierWB;

class test_soldat: SoldierWB

{

model="\abg_nam\BIsoldier.p3d";

moves="test_PeopleMoves";

accuracy=5;

displayName= "Rifleman 1";

nameSound = "specNas";

picture = "\Ca\characters\data\Ico\i_SF_CA.paa";

Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";

weapons[] = {AK74,"Throw","Put",};

magazines[] = {"30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK", "30Rnd_545x39_AK", "30Rnd_545x39_AK","30Rnd_545x39_AK","HandGrenade","HandGrenade"};

camouflage=0.5;

vehicleClass = "test_soldat";

threat[] = {1, 0.1, 0.1};

class Wounds{

tex[]={};

mat[] = {"bimodels\bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bimodels\bisoldier\data\us_soldier_body.rvmat", "bimodels\bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bimodels\bisoldier\data\us_soldier_equip.rvmat","bimodels\bisoldier\data\us_hhl.rvmat"};

};

};

};

that is my config, any advice please? dont mean to beat a dead mule help.gifhelp.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×