Jump to content

kongfanxiao101

Member
  • Content Count

    43
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About kongfanxiao101

  • Rank
    Lance Corporal
  1. kongfanxiao101

    Why my armoreds always roll

    But i don't kown how to do~~~
  2. I make a armored.but it is always roll When is down some rocks.it can roll.and When the brakes when the car butt lift....... :eek:
  3. kongfanxiao101

    How to make file of bi.bising and key?

    HO~~~I running them as admin.but it can't run......why?when I try ro use Win+R.it's the same problem.En,but my system is chinese. ---------- Post added at 04:48 AM ---------- Previous post was at 04:45 AM ---------- I'm very very very thanks you,It's Successfully:yay:
  4. kongfanxiao101

    How to make file of bi.bising and key?

    I found this datas.but i can't run these exe~~~~my system is win7,and the cmd I don't kown how to do:j:
  5. How to make file of bi.bisgin and key?i can make pbo,but I want to make these files,I don't know how to do?who can help me to find some datas?
  6. kongfanxiao101

    SLX Mod WIP

    When I update OA1.56,there is a bug,when Iwas a tank's commander to use gun,I will trun out
  7. kongfanxiao101

    VME PLA MOD for ARMA II

    Soldiers~~~~~my work
  8. kongfanxiao101

    Why there is a wrong with weapons cfg?

    haha When i binare my pbo. the bug is disapper
  9. kongfanxiao101

    Why there is a wrong with weapons cfg?

    class CfgSkeletons { class Default; class VME_Weapon: Default { isDiscrete = 0; skeletonInherit = "Default"; skeletonBones[]= { "magazine", "", "ammo_belt", "", "ammo_belt_bottom", "" }; }; class WeaponRevolving: VME_Weapon { skeletonInherit = "Default"; skeletonBones[]= { "buben", "" }; }; }; class CfgModels { class Default; class VME_Weapon: Default { sections[]= { "zasleh" }; skeletonName="VME_Weapon"; class Animations { class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.200000; maxValue=0.250000; hideValue=0.100000; }; }; }; class WeaponRevolving: VME_Weapon { skeletonName="VME_WeaponRevolving"; class Animations { class Revolving { type="rotation"; source="revolving"; selection="buben"; axis="osa_buben"; memory="true"; animPeriod=0; angle0=0; angle1="rad -360"; }; }; }; class VME_PLA_QBZ95: VME_Weapon { }; class VME_PLA_QBB95: VME_Weapon { }; class VME_PLA_KBU88: VME_Weapon { }; class VME_PLA_QJY88: VME_Weapon { }; }; this ie my changes,but the bug still appear?I Followed the AA example‘s model.cfg,but,i don't have the AA2’s~~~~~
  10. this is bu I how to do? this is my model.cfg
  11. This is not used......Why???It's still have two riflemans
  12. I try to make two diffrent classes.but in my dessert class it has two riflemans.One is my base men,so how can't dispaly it? there is my config class CfgVehicleClasses { class VME_MenPLA_des { displayName = "PLA Men (desert)"; }; class VME_MenPLA_wod { displayName = "PLA Men (woodland)"; }; class VME_PLA_Soldier_Base: SoldierWB { side = 0; identityTypes[] = {"Head_USMC"}; faceType = "VME_PLAMan"; genericNames = "EnglishMen"; model = "\vme_pla_men\pla_soldier_H"; portrait = "\Ca\characters\data\portraits\comBarHead_bluFor_cdf_ca"; picture = "\Ca\characters\data\Ico\i_null_CA.paa"; icon = "\Ca\characters2\data\icon\i_soldier_CA.paa"; scope = 2; faction = "VME_PLA_China"; vehicleClass = "VME_MenPLA_des"; cost = 80000; camouflage = 1.8; accuracy = 3.9; class HitPoints: HitPoints { class HitHead: HitHead { armor = 0.85; }; class HitBody: HitBody { armor = 1; passThrough = 0.8; }; }; class Wounds { tex[] = {}; mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat","ca\characters2\Blufor\data\Soldier_W1.RVmat","ca\characters2\Blufor\data\Soldier_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_W1.RVmat","ca\characters2\Blufor\data\Soldier_Light_W2.RVmat","ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL.RVmat","ca\characters2\Blufor\data\Soldier_GL_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL_W2.RVmat","ca\characters2\Blufor\data\Soldier_NCO.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat","ca\characters2\Blufor\data\Soldier_MG.RVmat","ca\characters2\Blufor\data\Soldier_MG_W1.RVmat","ca\characters2\Blufor\data\Soldier_MG_W2.RVmat","ca\characters2\Blufor\data\Soldier_AT.RVmat","ca\characters2\Blufor\data\Soldier_AT_W1.RVmat","ca\characters2\Blufor\data\Soldier_AT_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO.RVmat","ca\characters2\Blufor\data\Soldier_CO_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"}; }; class TalkTopics: TalkTopics { core_en = "Core_Full"; }; languages[] = {"EN"}; }; class VME_PLA_Soldier_D: VME_PLA_Soldier_Base { scope = 2; accuracy = 3.9; model = "\vme_pla_men\pla_soldier_H"; vehicleClass = "VME_MenPLA_des"; weapons[] = {"VME_PLA_QBZ95","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; magazines[] = {"VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","HandGrenade_West","HandGrenade_West","HandGrenade_West","HandGrenade_West"}; respawnWeapons[] = {"VME_PLA_QBZ95","NVGoggles","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnMagazines[] = {"VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","VME_PLA_30Rnd_58x42_QBZ95","HandGrenade_West","HandGrenade_West"}; these are the same men,how can I do for it?????:confused::confused:
×