SnowSky 12 Posted March 1, 2010 (edited) 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 March 1, 2010 by SnowSky Solution Share this post Link to post Share on other sites