kongfanxiao101
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Posts posted by kongfanxiao101
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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:
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tried running them as admin? in folder with dscreatekey.exe make a text file withdscreatekey.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 ----------
thanks randy.. here is a good tutorial i just found:step 9:
I'm very very very thanks you,It's Successfully:yay:

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long version:http://community.bistudio.com/wiki/Armed_Assault:_Addon_Signatures
short version:
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:
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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?
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When I update OA1.56,there is a bug,when Iwas a tank's commander to use gun,I will trun out
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Soldiers~~~~~my work
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haha When i binare my pbo. the bug is disapper
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Gnat;1801538']What I provided was only an example' date=' not a solution.[/quote']em,this is the AA's model.cfg.maybe there is something diffrent from AA2's.use this model.cfg,the trigger can't move.......Please help me I can't remanber this bug's tips....Can you tell me what's the meaning of that??:mad::confused:
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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~~~~~
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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?
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this is
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
{
};
};
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set scope = 0; on the base class.This is not used......Why???It's still have two riflemans
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set scope = 0; on the base class.thank you I'll try
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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:
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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??
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NO,when I load my head,it can't see~~
maybe heads also need modle.cfg?
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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"
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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
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looks like a selection issue to me, have you modified this?i will update this soldier_p3d with the new oa stuff, later.
I had found the reason.It was the binpbo is too old:D
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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?
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any pics ? i ve downloaded this plenty of times w/o issuesand 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 .....
Why??I think my binpbo has problems
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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
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I use this p3d,when i want to enter the map to see my man.But Jump out>





Why my armoreds always roll
in ARMA 2 & OA : MODELLING - (O2)
Posted
But i don't kown how to do~~~