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Major Blood

Simple Config Question

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Hello All

I am creating a new unit, but I am having some trouble with the config. I need to define a custom face for this unit simply named: hhl_01_co.paa

With this config the units faces are random:

class CfgPatches

{

class IPD_operators

{

units[]={"IPD_operators"};

weapons[]={};

requiredVersion = 1.05;

requiredAddons[]={};

};

};

class CfgVehicleClasses

{

class IPD_operators

{

displayName="IPD_operators";

};

};

class CfgSkeletons

{

class Default;

class Head

{

isDiscrete = 0;

skeletonInherit = "";

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

eck1","lBrow","head","mBrow","head","rBr

ow","head","lMouth","head","mMouth","hea

d","rMouth","head","eyelids","head","LLi

p","head"};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "Head";

skeletonBones[] =

{"weapon","","launcher","","Camera",&quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

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

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;,"","LeftHandPinky2","","LeftHandPinky3","&q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

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

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

quot;","RightHandRing1","","RightHandRing2","&quot

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

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

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu

ot;,"","LeftLeg","","LeftLegRoll","",&qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&q

uot;};

};

class Flag: Default {};

class FlagCarrier: Default

{

skeletonInherit = "Default";

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

};

};

class CfgMovesMaleSdr;

class BI_PeopleMoves : CfgMovesMaleSdr

{

skeletonName = "OFP2_ManSkeleton";

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 IPD_operators: Default

{

skeletonName = "OFP2_ManSkeleton";

sectionsInherit="Head";

sections[] =

{"weapon","","launcher","","Camera",&quo

t;","Spine","","Spine1","","Spine2"

,"","Spine3","","Pelvis","","LeftSh

oulder","","LeftArm","","LeftArmRoll","&

quot;,"LeftForeArm","","LeftForeArmRoll","","

LeftHand","",

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

dRing2","","LeftHandRing3","","LeftHandPinky1&quot

;,"","LeftHandPinky2","","LeftHandPinky3","&q

uot;,"LeftHandMiddle1","","LeftHandMiddle2","",

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

tHandIndex2","","LeftHandIndex3","","LeftHandThumb

1","","LeftHandThumb2","","LeftHandThumb3",&q

uot;","RightShoulder","","RightArm","",

"RightArmRoll","","RightForeArm","","RightFor

eArmRoll","","RightHand","","RightHandRing",&

quot;","RightHandRing1","","RightHandRing2","&quot

;,"RightHandRing3","","RightHandPinky1","",

"RightHandPinky2","","RightHandPinky3","","Ri

ghtHandMiddle1","","RightHandMiddle2","","RightHan

dMiddle3","","RightHandIndex1","","RightHandIndex2

","","RightHandIndex3","",

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

ghtHandThumb3","","LeftUpLeg","","LeftUpLegRoll&qu

ot;,"","LeftLeg","","LeftLegRoll","",&qu

ot;LeftFoot","","LeftToeBase","","RightUpLeg"

,"",

"RightUpLegRoll","","RightLeg","","RightLegRo

ll","","RightFoot","","RightToeBase","&q

uot;};

};

class OFP2_ManSkeleton: IPD_operators{};

};

class CfgVehicles

{

class Land;

class Man: Land

{

class ViewPilot;

};

class CAManBase;

class SoldierWB;

class IPD_operators: SoldierWB

{

model="\IPD_operators\IPD_operators.p3d";

moves="BI_PeopleMoves";

accuracy=5;

displayName= "IPD_operators";

nameSound = "specNas";

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

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

weapons[] = {RHS_AKMSf,"Throw","Put","Makarov"};

magazines[] = {"RHS_AKMrmag", "RHS_AKMrmag", "RHS_AKMrmag","RHS_AKMrmag", "RHS_AKMrmag", "RHS_AKMrmag","RHS_AKMrmag","HandGrenade","HandGrenade&

quot;,"SmokeShellRed","SmokeShellGreen","8Rnd_9x18_Makarov",

"8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"}

;

camouflage=0.5;

vehicleClass = "IPD_operators";

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

class Wounds{

tex[]={};

mat[] = {"IPD_operators\data\swat.rvmat","IPD_operators\data\swat.rvmat","IPD_operators\data\us_soldier_sabass_body_wound1.rvmat","IPD_operators\data\us_soldier_sabass_body_wound2.rvmat","IPD_operators\data\merc_sc.rvmat","IPD_operators\data\merc_sc_wound1.rvmat","IPD_operators\data\merc_sc_wound2.rvmat"};

};

};

};

Can someone please advise on how to define a specific face for the unit in the above config?

Sidenote: I am sure this is a simple fix, and its funny, I think most people had trouble getting random faces on the units, and I am asking the opposite.

I am complete noob with configs and just learning O2. Any help is appreciated.

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Hey Q

Thanks for the reply. I dont understand your answer. I checked the link, but I dont get it. Can someone please elaborate. I have tried many changes in config, but nothing has worked.

Like I said, this should be a simple fix, but I have no clue.

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Its too hard to read when posted straight to the forum, the format becomes a mess. Use Pastebin so the format is clean and readable

C++ is a language you can select

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Quote[/b] ]sections[] = {"swap_hhl","hide_eyewear"};

maybe its enough to delete the swap_hhl entry posted above.

sure shot is to rename the selection in o2/your model.

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Urgh.... don't put CfgModels and CfgSkeletons info directly in your config; rather, create a model.cfg and binarize your model. Otherwise some users will get errors when they use your addon.

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Hello again

Thank you for your replys.

Quote: Scars09

maybe its enough to delete the swap_hhl entry posted above.

sure shot is to rename the selection in o2/your model.

I have removed the "swap_hhl" from the config, but no luck. I am sorry I dont understand what you mean by rename selection in O2. The desired face shows perfectly in Buldozer, but is ramdom in editor.

Quote: General Barron

Urgh.... don't put CfgModels and CfgSkeletons info directly in your config; rather, create a model.cfg and binarize your model. Otherwise some users will get errors when they use your addon.

Barron this is a random config that I found somewhere, and my first attempt at getting a unit in game. I dont have the knowlege required to understand your statment. I am complete noob and only do modeling and textures. Besides with this being my first unit addon, it will most likely be for personal use only.

I am obviously missing something here.

Help Pleaseee

banghead.gif

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named selection are parts of the model that are specificly named. swap_hhl will have the head and the hands in this selection. check if the named selections window is active and search for swap_hhl in that list (all in o2). doubleclick it. head and hands should get red. rightclick on the swap_hhl entry in the list and name it like you want. this "disconnects" the config entry from the model, wich should result in showing the applied texture only not a random one. have to be done in all LOD´s wich actually has that entry.

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Scars09:

That got it done. I went into O2 and changed the named selection. It now works perfectly. Thank you all for your help.

notworthy.gif

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my pleasure

but we did it the rambo way i just noticed pistols.gif

easiest option would have been an initeventhandler added to config wich adds your face texture to the swap_hhl selection, bypassing the random faces.

thumbs-up.gif

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Could have been done by simple addition to config too. By adding following in "class IPD_operators: SoldierWB"

faceType = "blahfaces";

and adding this to config:

class CfgFaces

{

class blahfaces

{

class Face1

{

name = "Peter F.";

texture = "\ca\characters\hhl\hhl_01_CO.paa";

east = 1;

west = 1;

};

Which would have blocked all other faces than hhl_01_co.paa

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