Jump to content

kongfanxiao101

Member
  • Content Count

    43
  • Joined

  • Last visited

  • Medals

Everything posted by kongfanxiao101

  1. 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:
  2. kongfanxiao101

    Why my armoreds always roll

    But i don't kown how to do~~~
  3. 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?
  4. 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:
  5. 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:
  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. this is bu I how to do? this is my model.cfg
  9. kongfanxiao101

    Why there is a wrong with weapons cfg?

    haha When i binare my pbo. the bug is disapper
  10. 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~~~~~
  11. 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:
  12. This is not used......Why???It's still have two riflemans
  13. I edit BIS's example russian army.but when I want use my this new head for my own man,but I enter the game It's still BI's head,how can I do ??? Is it change here? :j::butbut: ---------- Post added at 07:48 AM ---------- Previous post was at 07:06 AM ---------- Can i use this to use my head?? "lass CfgHeads { class DefaultHead; class HerrerasHead: DefaultHead { model = "\vme_pla_men\heads\bysta.p3d"; class Wounds { tex[] = {}; mat[] = {"ca\characters_e\heads\male\defaulthead\data\hhl_white.rvmat","ca\characters_e\Heads\male\DefaultHead\Data\hhl_Wounds.rvmat","ca\characters_e\Heads\male\DefaultHead\Data\hhl_Wounds.rvmat"}; };" I leran from "bb_oa_female"
  14. kongfanxiao101

    How to use my new head

    I find some probloems.When I use BI's offical heads to replace my head to load.It can see the head.Why?What's diffrent from offical head and example head????? Who can tell me how to do??
  15. kongfanxiao101

    How to use my new head

    NO,when I load my head,it can't see~~ maybe heads also need modle.cfg?
  16. I want to make my AA2 men in game.but I don't konw how to make config. so I want to change the example config.If i changed something I can see my men in editer.but when the game loading.....It jump out the game.I think maybe my p3d has som problems.but i made my p3d replace the example p3d to enter the game,i can see my men. Why?Why?Why???:eek: By the way,i have a BI's Russian men from my friend.So i want to have the BI's examples, thunks........:confused: ---------- Post added at 03:33 AM ---------- Previous post was at 03:17 AM ---------- i see this http://forums.bistudio.com/showpost.php?p=1413200&postcount=2 BUt it can't download
  17. kongfanxiao101

    US Soldier Template

    I had found the reason.It was the binpbo is too old:D
  18. When I make pbos,there is a error.The binpbo binairze my windows7 tell me it has error.so my p3d is wrong loo at this when I don't binarize.The p3d is right. my system is windows7(Chinese) (etc.my english is not well)
  19. kongfanxiao101

    BI tools'(binpbo) problem

    I found these "Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found" what's wrong?
  20. kongfanxiao101

    US Soldier Template

    I can't understand' date='maybe my BinPbo has some problem.:mad: ---------- Post added at 05:05 AM ---------- Previous post was at 04:30 AM ---------- Look~~~~~this is the bug,maybe ..... Why??I think my binpbo has problems
  21. When I down the BI 's Example soldier p3d,but,I can't change the model.When I edit somewhere,I can't enter the game with no error tips.Or have the p3d 'bug:(. This p3d However,I can change the textures and name.......:confused: Help!!!!!!
  22. kongfanxiao101

    US Soldier Template

    I find some thing.my pbo(1.97M) is lager than yours(1.7M) then ,I look them,my p3d is lager than yours, maybe this is the problom
×