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PolyG

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Posts posted by PolyG


  1. 3 hours ago, Cpt.Peakz said:

    Hey guys, 

    I know it's a very old topic, but im at the end of my knowledge.

    I tried to implement the cap for 6 days I think. My problem is that the cap doesnt attach to the head.

    https://drive.google.com/file/d/0B92frPVDRGGTVmRrcGJuZ0NRUEU/view?usp=drivesdk

    It would be great if somebody, who is better than me could take a quick look at this. 

    Config.cpp

      Reveal hidden contents

    enum {
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1,
    };
    class CfgPatches {
        class BP_Cap_01 {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
            };
    };
    class cfgWeapons {
        class ItemCore;    // External class reference
            class InventoryItem_Base_F;    // External class reference
                class HeadgearItem;
                    class BP_Cap : ItemCore {
                    scope = 2;
                    weaponPoolAvailable = 1;
                    displayName = "BP_Cap";
                    picture = "";
                    model = "\officer_hat\officer";
                        class ItemInfo : HeadgearItem {
                        mass = 10;
                        uniformModel = "\officer_hat\officer";
                        modelSides[] = {0};
                        armor = 3*0.5;
                        passThrough = 0.8;
                    };
                };
        };

     Model.cfg

      Hide contents

    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 ArmaMan : 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 BP_Cap : ArmaMan {};
    };

    aaand the . p3d:

    https://drive.google.com/file/d/0B92frPVDRGGTOTduT2lpQ2dYTjg/view?usp=drivesdk

    Thanks already to the one who takes his time :)

    Your P3d needs to be named the same as your BP_Cap, as its what is being defined in the Model.cfg, whereas your P3d is named "Officer.p3d" So the game doesn't know what your wanting to do with it.

    • Like 1

  2. Alright, the title is what I'm goin' on about now. I've been burned out lately, I've had no friends to play with so I went to the Official Servers. My Experience So far..

     

    Spoiler

     

    1. Joined the BI Official KOTH - Fairly enjoyable, players complained alot about communication (Expected) Wasn't a fan of the Leveling, but its that way on all KOTH.
    2. Joined in a few Zeus Games.. God this is awful. I have been Kicked by the "Admin" For that session on both. 
      1. Removed the First game, Assaulting Tanoa as CTRG, after I questioned the Zeus for as to Why only the "recon" Team recieved a vehicle, and we Mortal Infantry had to walk 5Km. to the AO.
      2. And The reason I'm making this thread tonight.. I was booted 4minutes ago now for calling a Zeus out on his actions. I had walked to the AO alone, as I normally do on Public Servers to avoid the cluster of people wanting to drive or gun, etc. I opted to walk, deciding to skip the 10 minute discussion over how to convoy and the likes. The entire walk I did manage, I was constantly fired upon by the Zeus playing as various soldiers spawned directly behind me. After defeating each single soldier, I was suddenly surrounded by a group of Special Forces AI that spawned around and then killed me.

     

    Now this isn't just to complain or anything like that. I enjoyed the small time I spent on these servers.. I just wanted to know, has anyone else had similar experiences of abuse on the Official Servers? If so, how? 


  3. Could have steam messaged me brah.

     

    Spoiler

    You need to make a new SubCategory or use a premade. I recommend making one of your own for ease of seperation.

    You make it like a CfgVehicleClass.

     

    class CfgEditorSubcategories {
        class TEC_W/e {
            displayname = "YourName";
        };

     

    Then you add this to a unit, and it will show up in Eden.

    editorsubcategory="YourCategory";

    With the Zeus thing, make sure you have it set to access All addons, not just the ones in current scenario in the module settings.


  4. That would probably be a little too extensive as opposed to two options, keep in mind that there is not only the woodland camo but

    also desert and in same cases even more camo variants, with 4 options for each of them the arsenal would get incredibly cluttered.

    You could do as the BIS Offroads do. Run it as a randomized Texture and allow customization via the Garage interface.

    • Like 2

  5. Hello,

     

    For some reason i keep missing the configs to allow addon weapon to be used in 3den editor.

    Could somebody help me to find these. I assume there is a way to use these in 3den editor

     

    Thanks!

    Do you mean to place Empty Weapons through the Props Category? If So you can't do anything unless the mod creator, Or another community member, creates a config to do so. (For Instance. I just made one for OPTRE and am trying to donate it :D) 


  6. hey really nice work! we need desert camos for cup!

     

    got 2 questions 

    in the armaholic download version i got some texture issues on the helmet. looks like you just modelled the helmet with glasses so you got shadows where no shadows should be

     

    next question 

    where can i download your updated version with dcu and stuff like that?

    The mod is still being worked on in my spare time - So the DCU and extra's aren't released yet (It sucks :( I know. But a full time job and a girlfriend keep me occupied. ((Plus a few late medical issues..) )) So I've been working very slowly as of late, but as we roll into winter I hope to be able to release a update.

     

    And the Helmet was Ported by myself since the CUP one lacked hiddenselections. The issue your refering to was already fixed, just not ready for my release since I'm still making further plans. (Possibly going to make this a compliation pack and add more than USMC..)


  7. @Lt. Mack I honestly don't know much of whats going on at the moment. I've been working full time and Evan's doing his education at Westpoint. So if I ever get a chance to sit down with him we can discuss further what we plan - But for now Its not Off the books, but not quite on. Its TheEvanCats mod after all :) I'm just the schmuck that he has working while he can't.

    • Like 1

  8. Played with the Woodland variant last night. Woodland uniforms, quite a few Urban Protector helmets as well.

    TheEvanCat is the owner and creator. Any Steam Workshop issues would have to be done through him as I'm just given temporary guardianship of the mod for the time being, (Meaning and changes I want I have to push through him first.. After I push through life.)

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