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kongfanxiao101

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Posts posted by kongfanxiao101


  1. tried running them as admin? in folder with dscreatekey.exe make a text file with

    dscreatekey.exe "keyname" without quotes inside it. rename the text file to whatever.bat and execute it. itll create 2 files. public key and private key which is used by binpbo to create the bisign file.

    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::yay:


  2. Gnat;1800527']Huh? ?

    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~~~~~


  3. Gnat;1799259']Having the skeleton and model class with exactly the same name might be a problem' date=' but you havent inherited a base BIS class, so maybe thats the problem.

    class CfgSkeletons
    {
     class Default;
    class Weapon: Default
    {
    isDiscrete = 0;
    skeletonInherit = "Default";
    	skeletonBones[]=
    	{
    		"magazine",
    		"",
    		"ammo_belt",
    		"",
    		"ammo_belt_bottom",
    		""
    	};
    };
    class WeaponRevolving: Weapon
    {
    skeletonInherit = "Default";
    	skeletonBones[]=
    	{
    		"buben",
    		""
    	};
    };
    class StaticWeapon: Default
    {
    isDiscrete = 0;
    skeletonInherit = "Default";
    	skeletonBones[]=
    	{
    		"OtocVez",
    		"",
    		"OtocHlaven",
    		"OtocVez",
    		"ammo_belt",
    		"OtocHlaven",
    		"zakluz",
    		"OtocHlaven"
    	};
    };
    };
    class CfgModels
    {
     class Default;
    class Weapon: Default
    {
    	sections[]=
    	{
    		"zasleh"
    	};
    	skeletonName="Weapon";
    .........
    .........
    .........
    

    [/quote']

    it is not be used~~~~why?


  4. this is

    bf487bab099cce9c7f21d1393730b549.jpg

    bu I how to do?

    this is my model.cfg

    class CfgSkeletons

    {

    class VME_Weapon

    {

    isDiscrete=0;

    skeletonInherit="";

    skeletonBones[]=

    {

    "magazine",

    "",

    "ammo_belt",

    "",

    "ammo_belt_bottom",

    ""

    };

    };

    };

    class CfgModels

    {

    class VME_Weapon

    {

    sections[]=

    {

    "zasleh"

    };

    skeletonName="VME_Weapon";

    class Animations

    {

    class magazine_hide

    {

    type="hide";

    source="reloadMagazine";

    selection="magazine";

    minValue=0.2;

    maxValue=0.25;

    hideValue=0.1;

    };

    class ammo_belt_bottom_translation

    {

    type="translation";

    source="reload";

    selection="ammo_belt_bottom";

    memory=1;

    sourceAddress="loop";

    minValue=0;

    maxValue=1;

    begin="ammo_belt_start";

    end="ammo_belt_end";

    offset0=0;

    offset1=1;

    };

    class ammo_belt_1

    {

    selection="ammo_belt";

    };

    };

    };

    class VME_PLA_QBZ95: VME_Weapon

    {

    };

    class VME_PLA_QBB95: VME_Weapon

    {

    };

    class VME_PLA_KBU88: VME_Weapon

    {

    };

    class VME_PLA_QJY88: VME_Weapon

    {

    };

    };


  5. 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:


  6. 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 ???

    281a3b01462126f97926f1e439e2b835.jpg

    Is it change here?

    671d62e251e712e27051a9fdf48fdbaf.jpg

    :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"


  7. 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


  8. any pics ? i ve downloaded this plenty of times w/o issues

    and binko you should update this w/ OA proxies

    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 .....

    370eb52ca15d3bf678a0f5a20d650546.jpg

    a5f40ed65ae8f5789b962f0ce7b94097.jpg

    Why??I think my binpbo has problems

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