vilas 477 Posted November 2, 2007 i made soldiers for 1985 pack, lets say they are based on Synide MLODS, i made soldiers copy+paste, for example soldier without shovel, specnaz without backpack, us soldier with no camel back and now i have error message about "selectionsinherit" :/ soldier is loading, all works, but before mission there is a message about error "no entry cfgmodels.... name of p3d ... selectionsinherit" if someone can helpme i can give FTP link to beta of "addon" on PM Synide gave cfg_skeletons in one file, i used it for my classes Share this post Link to post Share on other sites
Jackal326 1182 Posted November 2, 2007 Have you included a class cfgmodels in your config.cpp? Quote[/b] ]class CfgSkeletons{ class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "loboci","head", "soboci","head", "poboci","head", "lkoutek","head", "skoutek","head", "pkoutek","head", "vicka","head", "spodni ret","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","" }; Â }; class default; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury&am p;am p;qu ot;,"l_arm_injury","r_arm_injury","l_leg_injury","clan& amp; amp; quot; }; Â skeletonName = "OFP2_ManSkeleton"; }; class YOUR_MODEL_NAME_MINUS_P3D_EXTENSION: ArmaMan {}; }; Just replace YOUR_MODEL_NAME_MINUS_P3D_EXTENSION with the name of your model, without the P3D extension obviously ALSO, you'll need to rename all of the selections in your model to match the correct case. All selections used in ArmA are case-sensitive, so "head" isn't the same as "Head", "LeftShoulder" should replace "leftshoulder" etc. Share this post Link to post Share on other sites
JBâ„¢ 1 Posted November 3, 2007 I think this bit of SJB`s code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury&am p;am p;qu ot;,"l_arm_injury","r_arm_injury","l_leg_injury","clan& amp; amp; quot; }; skeletonName = "OFP2_ManSkeleton"; should actually read: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury" ,"l_arm_injury","r_arm_injury","r_leg_injury","clan" }; skeletonName = "OFP2_ManSkeleton"; Share this post Link to post Share on other sites
Jackal326 1182 Posted November 3, 2007 Yes it should, editing my post seems to have borked it somewhat. Share this post Link to post Share on other sites
vilas 477 Posted November 3, 2007 this what said JB was other way in Synide example named mercenary.pbo in its config in Synide there was: 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"}; }; i used normal BIS MLODs from Synide, just i deleted shovel or camel backpack all works except this message about sectionsinherit :/ so i made all as should be ! more funny, before format c: in my previous Arma installation with all addons it was working now i made format, i made clear new installations ! before format "Tools" were not working after format BIS tools work fine (viewer works) but i have those "sectionsinherit" message after format, new instal now i have now some times soldiers walking half in ground :/ i have all drivers as before format, i have ONLY BIS addons now, but in half of starts soldiers are half in ground :/ wtf can be ? Share this post Link to post Share on other sites
Jackal326 1182 Posted November 3, 2007 but in half of starts soldiers are half in ground :/wtf can be ? In short, its an incorrect cfgmodels definition and/or a messed up cfgskeletons. Also, make sure you take-note that the selection names are the correct CaSe as stated in my first post in this thread. Share this post Link to post Share on other sites
vilas 477 Posted November 3, 2007 there was a mistake in Synide "example" Thanx for help, now works :P synide doesn't give "subclass" armaman as in example, synide was giving your model :default {... definitions}; but isaw i cannot change OFP2_manskeletons for vilas_manskeletone ? mega virtual BEER for all !!!! EDIT - there is problem with your exapmles :/ faces of default soldiers now are to the ground :/ so now "cuustom" models work, but BIS no :/ Share this post Link to post Share on other sites
vilas 477 Posted November 3, 2007 i found stupid problem, source of problem WHEN I USE "VILAS_MANSKELETONS" when in editor i FIRST load 1 single BIS soldier all is okay than i quit previeww in editor, i can setup some my own MLODs and all works fine when i load game and i put my soldier first all game *** and soldiers in ground :/ so why do i have to load BIS soldiers first, before using in mission editor my own? WHEN I USE OFP2_MANSKELETONS faces of BIS soldiers look like from horror movie, they are big to the ground ? my soldiers look good, no problem WTF ? this is non edited BIS soldier when my addons in use Share this post Link to post Share on other sites