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10 GoodAbout happystar
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How to make AI's shooting accuracy
happystar posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i can only use "aiDispersionCoefY,and aiDispersionCoefY"to make AI have low accuracy,but it is not obvious.maby you have some good ways to acheived it -
How to correct defind character's body part or weight?
happystar replied to happystar's topic in ARMA 3 - MODELLING - (O2)
i had seen it.but it still hard to make it correct!!! -
How to correct defind character's body part or weight?
happystar posted a topic in ARMA 3 - MODELLING - (O2)
when i made it in O2.my character always has some distortion in a part which link arm and body.I was making reference to the official example!!! -
thanks you guys,i had made them goes wll,,,i m very happy!!!
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thanks you very much,and i also had a video Tutorial(ArmA2 Character Rigging Tutorial #2).i almost know how these points to work,but the Tutorial only tell me how to make "spine".but i think arms are the most difficult parts.i can't make arms good to look......i need your help !!!! the right arm is totally wrong,and the left arm is not going well!!! i really try much time to make it goes well,but it always has so much wrong !!!!!! i really need your help
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i'm new for O2,do you have some detail articals??and i don't kown how to how to weight the parts~~~ but i'm make sure i attached the right selection for each part.
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I change a character model based on AA2 russian man'p3d.i make the new parts to original selection.but i have some part of model distortion when i load the rtm to check out it. image142-c.poco.cn/mypoco/myphoto/20130714/23/6591192820130714230751026.jpg just like this picture.these deform points i never change them.but the points which i changed is ok and when i put them in game,my character is get into the ground. i don't kown why,i need some experts.
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I want to make a Pistol's Silencer for my pistol.but when i ues my model the silencer's location is wrong.where i put the silencer into right location in the O2.
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I want to put my AA2 stuffs into AA3,but when i edit vest and helmet there are many bugs in my project. The helmet has texture wrong and the vest is gone when i'm in game.The vest is appear on the ground if i take off it......... I have seen the example,but i can't find what's wrong with my p3d~~~~:confused::confused::confused: just like these photos model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class PLA_Man : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class PLA_Helmet : PLA_Man{}; class PLA_Vest : PLA_Man{}; }; config.cpp class cfgWeapons { class ItemCore; class HeadGearItem; class H_HelmetB; class Vest_Base; class VestItem; class InventoryItem_Base_F; class UniformItem: InventoryItem_Base_F { type = 801; }; class PLA_Helmet: H_HelmetB { scope = 2; weaponPoolAvailable = 1; displayName = "PLA Helmet"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\vme_pla_men\PLA_Helmet"; class ItemInfo: HeadGearItem { mass = 100; uniformModel = "\vme_pla_men\PLA_Helmet"; modelSides[] = {3,1}; armor = "3*0.5"; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; class Uniform_Base: ItemCore { scope = 0; allowedSlots[] = {901}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "PLA_Soldier_F"; containerClass = "Supply0"; mass = 0; }; }; class U_BasicBody: Uniform_Base { scope = 2; displayName = "$STR_A3_Underwear1"; picture = "\A3\characters_f\data\ui\icon_U_BasicBody_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "Underwear_F"; containerClass = "Supply0"; mass = 1; }; }; class PLA_CombatUniform_mcam: Uniform_Base { scope = 2; displayName = "PLA Type07"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\vme_pla_men\uniform\PLA_uniform.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "PLA_Soldier_F"; containerClass = "Supply20"; mass = 80; }; }; class VME_PLA_Plate_Carrier: Vest_Base { scope = 2; displayName = "PLA Plate Carrier"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\vme_pla_men\PLA_Vest"; class ItemInfo: VestItem { uniformModel = "\vme_pla_men\PLA_Vest"; containerClass = "Supply140"; mass = 50; armor = "5*0.6"; passThrough = 0.75; hiddenSelections[] = {"camo"}; }; }; };
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~~~~~why are't you still to edit the mod??Do you now,there are many bugs with OA1.57~~~~I love this mod very much,i hope you can make it better~~~please~~~
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A question of binpbo's binatize
happystar posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
When I use my binpbo,It is always lose ramvt,but i unfold the pbo ,It still in the folder.I don't kown how to do~~~~~ but my fokder is in P:~~~the problom is still display. there is the log's File p:men\config.cpp, line 655: '/CfgVehicles/lightMgunner.model': Missing ';' at the end of line my pbo is a man~:(