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AlphaWolF

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  1. Actually I think I may understand as I noticed that the uniforms.hpp and other equipment that would normally live under the cfgweapons entry is actually still listed under that entry just be it as an external file! but given the name uniforms to help navigation and understanding. class cfgWeapons { class InventoryItem_Base_F; class ItemCore; #include "cfgUniforms.hpp" /// sample uniform is defined in a separate file to make it cleaner #include "cfgVests.hpp" /// sample vest is defined in a separate file to make it cleaner #include "cfgHeadgear.hpp" /// sample cap is defined in a separate file to make it cleaner ---------- Post added at 22:38 ---------- Previous post was at 21:34 ---------- Still no JOY :mad: Feel like im banging my head against a wall with these configs ive been at this for days and tried so much stuff but all i get is the uniform name in VR arsenal but upon selecting it NOTHING HAPPENS! just default naked body. Or trying to load the uniform as part of a faction in editor gives me no entry '.model'. error
  2. Thanks for the links buddy ,but already have those and used them in the past. There is no reason that what I have done shouldn't work as they are BI own sample files so I am left wondering is there own sample files DONT WORK! when it comes to uniforms, because from working on this solid for over a week now it seems im not alone in not being able to get uniforms to work. I want to avoid going backwards and using old configs as it looks like BI have made a lot of changes in them that add new features so I want to stick to the sample files as they are the most recent updated ones. HEADGEAR=CHECK! VESTS=CHECK! HEADS=CHECK! FACTIONS=CHECK! UNIFORMS=FAIL! Update.. After some more research ive learned that Uniforms are handled under cfgWeapons but if this is the case Im now Totally confused as to the purpose of cfgUniforms.hpp in BI TOOLS sample files. Im sure its a newer better method but there dosent seem to be any way to get it to work. can anybody elaborate?
  3. Basically after 4 weeks Ive managed to get headgear, Custom heads, Vests, all working in game using and slightly modifying the character samples in the tools. But I am unable to get uniforms working no matter what :( could some one please point out where the issue is as selecting the model from the list in VR arsenal, displays nothing but the naked base body. Thanks in advance to those who can be bothered to help. CONFIG.CPP #include "basicdefines_A3.hpp" class DefaultEventhandlers; #include "cfgPatches.hpp" #include "cfgheads.hpp" class UniformSlotInfo; class CfgVehicles { class Man; class CAManBase: Man { class HitPoints { class HitHead; class HitBody; class HitHands; class HitLegs; }; }; class SoldierWB: CAManBase { threat[] = {1, 0.1, 0.1}; }; //Base class for BLUFOR soldiers class Test_Soldier_base_F: SoldierWB { faceType = Man_A3; /// this soldier is going to use standard faces side = 1; /// that means BLUFOR faction = BLU_F; /// Standard NATO faction genericNames = "NATOMen"; /// Standard names for lads of NATO (and European civils) vehicleClass = Men; /// Should be listed under Men scope = 0; /// base class should not be visible in editor class Wounds /// changes material of skin according to damage { tex[] = {}; mat[] = { "A3\Characters_F\Common\Data\basicbody.rvmat", /// what material is changed "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like in damage 0.5 and more "A3\Characters_F\Common\Data\basicbody_injury.rvmat", /// how does the material look like while the part has damage 1 "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", /// next materials are used through personality of the soldier "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat" }; }; model = "\Metal_Gear_Solid\A3_character_example.p3d"; /// path to model modelSides[] = {3, 1}; /// what sides could use this uniform, means civilians and BLUFOR can use it nakedUniform = "U_BasicBody"; /// what "uniform" does this soldier use without any other uniform uniformClass = "Octocamo"; /// standard uniform used by this soldier, there is a special one defined later class UniformInfo /// defines allowed slots of the uniform { class SlotsInfo { class NVG: UniformSlotInfo {slotType = NVG_SLOT; }; class Scuba: UniformSlotInfo {slotType = SCUBA_SLOT;}; class Googles: UniformSlotInfo {slotType = GOGGLE_SLOT;}; class Headgear: UniformSlotInfo {slotType = HEADGEAR_SLOT;}; }; }; class HitPoints : HitPoints { class HitHead: HitHead {armor = 0.3*HeadArmourCoef;}; /// default soldier doesn't have any head armour, uses helmet class HitBody: HitBody {armor = 0.5*BodyArmourCoef;}; /// default soldier doesn't have protective uniform on body, uses vest class HitHands: HitHands {armor = 0.8*HandArmourCoef;}; /// some protection for hands by uniform class HitLegs: HitLegs {armor = 0.8*LegArmourCoef;}; /// some protection for legs by uniform }; hiddenSelections[] = {"Camo", "insiginia"}; /// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\basicbody_grey_co.paa"}; /// what texture does this soldier use for camo selection weapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// we have a sample weapon, why not use it? Throw and put weapons are required for grenades/mines respawnWeapons[] = {Test_weapon_01_holo_pointer_F, Throw, Put}; /// should be the same as previous most of the time Items[] = {FirstAidKit}; /// one First aid kit is good to start with RespawnItems[] = {FirstAidKit}; magazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade}; respawnMagazines[] = {30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, 30Rnd_test_mag, HandGrenade, HandGrenade}; linkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; /// items directly in inventory slots respawnLinkedItems[] = {V_Test_Vest, H_Test_Headgear, ItemMap, ItemCompass, ItemWatch, ItemRadio, NVGoggles}; }; class Test_Soldier_F: Test_Soldier_base_F /// class visible in editor { scope = 2; /// scope needs to be 2 to have a visible class displayName = "Test Soldier"; /// what's displayed in editor or on cursor over }; }; class cfgWeapons { class InventoryItem_Base_F; class ItemCore; #include "cfgUniforms.hpp" /// sample uniform is defined in a separate file to make it cleaner #include "cfgVests.hpp" /// sample vest is defined in a separate file to make it cleaner #include "cfgHeadgear.hpp" /// sample cap is defined in a separate file to make it cleaner }; UNIFORMS.HPP class UniformItem: InventoryItem_Base_F { type = UNIFORM_SLOT; /// to what slot does the uniform fit }; class Octocamo: Itemcore { scope = 2; /// scope needs to be 2 to have a visible class allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped displayName = "Octocamo"; /// how would the stuff be displayed in inventory and on ground picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others) containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready mass = 80; /// combined weight and volume }; };
  4. try this It worked for me in the past. I know how depressing these forums can be when nobody answers They are certainly not very easy to navigate or well organized :( class CfgPatches { class TEST_UNITS { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {a3_characters_F, a3_characters_f_beta, a3_characters_f_gamma}; }; }; class cfgFactionClasses { class TEST_FACTION //Faction Calling Name { displayName = "Test"; //Faction name in-game icon = "TEST\img.paa"; //Path to texture next to the faction name in editor "PBOname\filename.paa" priority = 1; //How far down it is on the menu side = 1; // 1 Blufor 2 opfor 3 independant i think. }; }; class CfgVehicleClasses { class TEST_Units //Name of unit group e.g Air, Infantry, Armour { displayName = "Infantry"; //In-game name priority = 2; // How far down it is on the menu }; }; class CfgVehicles { class B_Soldier_base_F; //Blufor Soldier class TEST_Marksman: B_Soldier_base_F //Unit Class name: Class getting info from { side = 1; //Blufor faction = "TEST_FACTION"; //Your Faction backpack = "TEST_Backpack"; //Backpack vehicleclass = "TEST_Units"; //Unit Group author = "Delta 1 Actual"; _generalMacro = "TEST_Marksman"; //Class Name scope = 2; displayName = "Marksman"; //In-Game Name weapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; respawnWeapons[] = {"TEST_GUN","hgun_Pistol_heavy_01_MRD_F","Throw","Put"}; magazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","HandGrenade","HandGrenade","HandGrenade"}; respawnMagazines[] = {"20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","HandGrenade","HandGrenade","HandGrenade"}; cost = 300000; threat[] = {1,0.7,0.3}; linkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; respawnLinkedItems[] = {"TEST_Vest","TEST_Helmet","ItemMap","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; model = "\A3\Characters_F\BLUFOR\b_soldier_01.p3d"; //Path to model uniformClass = "TEST_Uniform"; //uniform you are using camouflage = 1.6; hiddenSelections[] = {"camo"}; HiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"}; //Uniform textures }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class TEST_Uniform: Uniform_Base { scope = 2; displayName = "Custom Uniform"; //In-Game name picture = "\A3\characters_f_epa\data\ui\icon_U_B_CTRG_uniform_ca.paa"; //Menu Picture model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"TEST\data\TEST_Uniform_co.paa"}; //Path to my texture. class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "TEST_Unit"; //A Unit that wears it containerClass = "Supply40"; //Carry Amount mass = 30; //Weight hiddenSelections[] = {"camo"}; }; }; class V_PlateCarrier3_rgr; class ItemInfo; class TEST_Vest: V_PlateCarrier3_rgr { picture = "\A3\Characters_F_EPA\Data\ui\Icon_V_plate_carrier_snake_ca.paa"; //Menu Picture displayName = "Heavy Vest"; //In-Game name hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\Data\TEST_Vest_co.paa"}; //Vest texture path class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01"; //Vest model you are using containerClass = "Supply160"; //Carry Amount mass = 50; // Weight armor = "5*1.4"; passThrough = 0.4; hiddenSelections[] = {"camo"}; }; }; class ItemCore; class HeadgearItem; class TEST_Helmet: ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Combat Helmet"; //In-Game name picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; //Menu Picture model = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry"; // Model hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\data\TEST_Helmet_co.paa"}; // Path to your texture. class ItemInfo: HeadgearItem { mass = 40; // Weight uniformModel = "\A3\Characters_F_EPA\BLUFOR\headgear_b_helmet_kerry"; modelSides[] = {3,1,2}; armor = "3*0.6"; passThrough = 0.6; hiddenSelections[] = {"camo"}; }; }; };
  5. Im an experience modder and 3d artist who has a fair bit of experience with 3dsmax, Maya, motionbuilder, Zbrush, ect. I tried modding this game about a year ago & I really had some cool stuff to add, but after nearly 3 months of researching, reading forums and generally trying to put the fragments I could find scatterd across the net together frustration finally got the better of me and I gave up. I actually had made some progress and had and full model with all the accessories items it needed but the HUGE the cost in time to achieve so little, was to just to costly because I want to be creating stuff not endlessly researching the minimal scraps I could find. Anyway Im trying again, and after 2 weeks Im reaching the limit of my resolve already & Ive already spent more time than any sane person should on this and NEED HELP because Im sick of seeing these errors build failed result=1, Having headgear appear in the pelvis, Having items just plain NOT show up in the VR arsenal or no option even to select them in the list. Im trying to add uniforms. Custom heads, Factions, headgear and have been using a combination of the standard arma3 samples and the mod configs hear http://http://www.armaholic.com/forums.php?m=posts&q=27420 But although the female heads mod shows all the optons in the VR arsenal list, Even they dont display any models :(. Its making me really angry that with all my experiance ans 3D skill iI cant even achive the most simple task with these tools & these damn config files that I should be ably to pull of in minutes. Below is a simple mask I made But i have much more complicated stuff ive been trying to do with multiple items using the samples setup. Hockey mask mod @Hockey_Mask\addons\pbo 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 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", "insignia" }; skeletonName = "OFP2_ManSkeleton"; }; class Hockey_Mask: ArmaMan{}; }; config.cpp class CfgPatches { class Hockey_Mask { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; version = 0.1; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class CfgVehicleClasses { class Hockey_Mask { displayName = "Hockey Mask"; }; }; class Hockey_mask : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Hockey mask"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.pa a"; model = "\Hockey_Mask\HockeyMask"; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\Hockey_Mask\HockeyMask"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; Headgear.cpp class HeadgearItem: InventoryItem_Base_F { allowedSlots[] = {BACKPACK_SLOT, HEADGEAR_SLOT}; /// defines where can be the cap placed, it is small enough to fit in backpack type = HEADGEAR_SLOT; /// standard slot for the cap is on head hiddenSelections[] = {}; /// default caps don't have any changeable selections hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection }; class Hockey_Mask: ItemCore { scope = 2; /// scope needs to be 2 to have a visible class displayName = "Hockey Mask"; /// how would the stuff be displayed in inventory and on ground picture = "\A3\characters_f\Data\UI\icon_H_Cap_blk_CA.paa"; /// this looks fairly similar model = "\Hockey_Mask\HockeyMask"; /// what model does the cap use hiddenSelections[] = {"camo"}; /// what selection in model could have different textures hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\capb_police_co.paa"}; /// what texture is going to be used class ItemInfo: HeadgearItem { mass = 10; /// combined weight and volume of the cap, this equals to single magazine uniformModel = "\Hockey_Mask\HockeyMask"; /// what model is used for this cap allowedSlots[] = {UNIFORM_SLOT, BACKPACK_SLOT, VEST_SLOT, HEADGEAR_SLOT}; /// this cap is so small and flexible that it fits everywhere modelSides[] = {6}; /// available for all sides armor = 0; /// this cap doesn't provide any protection passThrough = 1; /// this cap doesn't provide any protection hiddenSelections[] = {"camo"}; /// what selection in model could have different textures }; }; One of the reasons im so intrestd in custom heads and uniforms working is because I want to create some authentic zombies for arma with realistic animations and a damage & dismemberment system and I think I figured out a way , but have been unable to get the models in game to try it :( http://cloud-4.steamusercontent.com/ugc/536264712576042162/DA85EFDE12A3229D428D11FD316367D97E9C407B/1920x2048.resizedimage
  6. Ive been away from Arma 3 for around 6 months but juse before I took a break I have just managed to finally get a handle on modding. But upon coming back a few days ago I was really impressed with the VR arsenal addition and instantly thought this Is a really useful tool for checking out modded content and a good tool for viewing your own stuff to check its ok. So I fired up a mod I mad and I can see the mask is selectable in the headgear options. The mask is called otocamo mask. config below. But now this time i Want to add a hockey mask I sculpted in zbrush, and I used the headgear.hpp template thats in the samples folder juast incase there were any updates, and it looks like more options available to the item I made the necessary changes the path to the model but its just not showing as an option anywhere in VR arsenal , Can anybody see what ive missed. cfgHeadgear.hpp Config file Link to Pic of Mask if anybodys intrested in seeing it http://alphawolf-uk.deviantart.com/art/Jason-mask-Front-463963445 Path to PBO \Arma 3\@Hockey Mask\Addons\ Hockey mask.pbo
  7. Basically I am working on something, and am creating some Custom head Gear for a new class of NPC Im going to add for my mod. But It,s vital that the item be removed/destroyed/deleted from the NPC If he takes a head shot and ideally it should not be Equipable of visible in the NPC inventory to players. does anybody know how this could be done pls ? If I pull this off Great things will follow
  8. AlphaWolF

    Helmet Addons

    Ok Thanks for clearing that up for me Cat :)
  9. Ive got to say as a game modder who is experienced with 3dsmax /zbrush for modelling but turn to Motionbuilder for animating And having really struggeld to get animations in to A3 im really looking forwards to your tutorial. For me it cant come soon enough
  10. AlphaWolF

    Helmet Addons

    Sorry if this is off topic but ive never been able to create a new post in the whole time ive been a member & I really need some answers on a modding subject. Does anybody know if its possible to create new Custom slots . EG break down the single uniform to new separate torso/pants/boots/gloves slots or are the slots hard coded. Same goes for weapons is it possible to create an entirely new class of weapon with the corresponding custom slot. I would like to create new content and Clothing SLOTS that you can mix and match & maybe even a full body Injury / dismemberment system.
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