Im sorry i have made another topic so close to one where ive asked the same question, but i thought it would be best for other peoples sake who are experiancing the same problem.
What i have done is refered to this tutorial and started it small, i used the bisoldier model and followed the steps properly, placed the config in my folder and renamed all essential areas i had to. Now heres what ive done differently though, i have opened up a different model (res_soldier_Sabot) and copied the Backpack and pasted it onto my bisoldier guy and seemed fine, the same skeleton sections of the model on the backpack seemed to cross over from the original one so it seems fine to put into game.
Double checking my config to make sure everything is in order i go into game and load him up, low and behold he is our annoying mole who doesnt know how to dig his body all the way out. Not sure what it is i have done but if anyone has any solutions im all ears.
For helpful reference this is my 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 BISoldier
{
units[]={"BISoldier"};
weapons[]={};
requiredVersion = 1.05;
requiredAddons[]={};
};
};
class CfgVehicleClasses
{
class BISoldier
{
displayName="BISoldier";
};
};
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 OFP2_ManSkeleton
{
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 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 BISoldier: Default
{
skeletonName = "OFP2_ManSkeleton";
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 OFP2_ManSkeleton: BISoldier{};
};
class CfgVehicles
{
class Land;
class Man: Land
{
class ViewPilot;
};
class CAManBase;
class SoldierWB;
class BISoldier: SoldierWB
{
model="\BI_soldier\BISoldier.p3d";
moves="BI_PeopleMoves";
accuracy=5;
displayName= "BI Demo Soldier";
nameSound = "specNas";
picture = "\Ca\characters\data\Ico\i_SF_CA.paa";
Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa";
weapons[] = {M107,"Throw","Put","Binocular",};
magazines[] = {"10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107", "10Rnd_127x99_M107", "10Rnd_127x99_M107","10Rnd_127x99_M107","HandGrenade","HandGrenade","SmokeShellRed","SmokeShellGreen",};
camouflage=0.5;
vehicleClass = "BISoldier";
threat[] = {1, 0.1, 0.1};
class Wounds{
tex[]={};
mat[] = {"bisoldier\data\us_molle_webbings.rvmat", "ca\characters\data\np_hhl_wound2.rvmat", "bisoldier\data\us_soldier_body.rvmat", "bisoldier\data\us_soldier_equip.rvmat", "ca\characters\data\np_soldier_b_body_wound2.rvmat","bisoldier\data\us_soldier_equip.rvmat","bisoldier\data\us_hhl.rvmat"};
};
};
};