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SnowSky

HeadLimits problem

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Hey guys,

I'm actually trying to change the models so that different Helmets and uniforms can be set for the same unit.

But I'm stucked even at the beginning.

All I did was creating an own class:

	
class NormalManBase : Man {
	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
	Icon = "\Ca\characters\data\map_ico\i_wojak_CA.paa";
	moves = "CfgMovesMaleSdr";
	boneHead = "head";
	bonePrimaryWeapon = "weapon";
	weaponBone = "weapon";
	triggerAnim = "ca\anims\characters\data\anim\sdr\trigger.rtm";
	woman = "false";
	faceType = "man";
	minGunElev = -80;
	maxGunElev = 60;
	minGunTurn = -1;
	maxGunTurn = 1;
	minGunTurnAI = -30;
	maxGunTurnAI = 30;
	class HeadLimits;	// External class reference
	minHeadTurnAI = -70;
	maxHeadTurnAI = 70;

	// internal camera viewing limitations
	class ViewPilot : ViewPilot {
		initFov = 0.95;
		minFov = 0.4;
		maxFov = 1.1;
		initAngleX = 8;
		minAngleX = -80;
		maxAngleX = 45;
		initAngleY = 0;
		minAngleY = -125;
		maxAngleY = 125;
	};
	selectionHeadWound = "head_injury";
...
	selectionLip = "LLip";

	class HitHead {
		armor = 0.7;
		material = -1;
		name = "head_hit";
		passThrough = "true";
	};

	class HitBody {
		armor = 0.8;
		material = -1;
		name = "body";
		passThrough = "true";
	};

	class HitHands {
		armor = 0.5;
		material = -1;
		name = "hands";
		passThrough = "true";
	};

	class HitLegs {
		armor = 0.5;
		material = -1;
		name = "legs";
		passThrough = "true";
	};
	useInternalLODInVehicles = "true";
	accuracy = 2.25;	// accuracy needed to recognize type of this target
	vehicleClass = "SS_Veh";
	type = "VSoft";

	// threat (VSoft, VArmor, VAir), how threatening vehicle is to unit types
	threat[] = {1, 0.05, 0.05};

	hitSound1[] = {"\ca\Characters\Data\Sound\Hit11", db-25, 1};
...
	hitSound20[] = {"\ca\Characters\Data\Sound\Hit30", db-25, 1};
	soundEnviron[] = {"", db0, 1};
	soundEngine[] = {"\ca\characters\Data\sound\breath", db-60, 1.2};
	additionalSound[] = {"\ca\characters\Data\sound\noise", db-120, 1};

	class SoundEnvironExt {
...
	};
	weaponSlots = 1	 + 	4	 + 12*		256	 + 2*	4096	 + 	2	 + 8*	16;

	fsmFormation = "Formation";
	class Wounds {
		tex[]={};
		mat[] = {"ca\characters\data\np_hhl_wound2.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat"};
	};
};

I don't know why the Head of my unit is able to turn really 180°. If I do only

class SSMan : SoldierWB
{
scope = public;
side = TWest;
displayName = "Man";
model="\SS_Addons\SSMan";
}

like this, the head moves normal. But if I use my own class, it doesn't :(.

Someone able to help me out?

bye

EDIT: Okay - I have found the problem: I thought, that all infs have the same HeadLimits. The HeadLimits of my class were the same as the standart Man HeadLimits, so I hadn't really an error. Now I have taken a look into the characters.pbo/config and have seen that later on for the model that I am using currently too, the HeadLimits are changed to a smaller value.

And so it happened, that I thought i have made an error (well - somehow it was my error^^).

Well then - cheers :)!

Edited by SnowSky
Solution

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