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teeha

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Everything posted by teeha

  1. Sorry I didn't respond sooner. I'll take a look at it right now.
  2. Strange. Maybe try either getting rid of the muzzle class completely or swapping the muzzle class with the pointer class to see if that changes anything.
  3. Huh, the IR laser was working just fine for me when I was testing it.
  4. I'm not quite sure how it worked beforehand because it's not something i've really looked into but if you want a uniform similar to that one, "U_BG_Guerilla2_1" is a very similar uniform with the exact same shirt but slightly different pants.
  5. U_I_G_Story_Protagonist_F is a BLUFOR uniform and that's why it's not showing up on your independent character.
  6. Here we go, new faction and all. enum { // = 2, // Error parsing: Empty enum name 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 unit_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class c_units { displayName = "NEW FACTION NAME HERE"; author = "MarcusCunningham"; priority = 2; side = 1; }; }; class CfgVehicleClasses { class m_units { displayName = "Men"; }; }; class CfgVehicles { class B_Soldier_base_F; class c_SquadLeader : B_Soldier_base_F { _generalMacro = "c_SquadLeader"; scope = 2; displayName = "Squad Leader"; faction = c_units; vehicleClass = "m_units"; icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_khk"; linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; weapons[] = {"c_RH_M4A1_ris_eosd","Binocular"}; respawnweapons[] = {"c_RH_M4A1_ris_eosd","Binocular"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","SmokeShell"}; Respawnmagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell","SmokeShell"}; }; class c_Rifleman : B_Soldier_base_F { _generalMacro = "c_SquadLeader"; scope = 2; displayName = "Rifleman"; faction = c_units; vehicleClass = "m_units"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_khk"; linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; weapons[] = {"c_RH_M4A1_ris_eosd"}; respawnweapons[] = {"c_RH_M4A1_ris_eosd"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade",}; }; }; class CfgWeapons { class RH_M4A1_ris; class c_RH_M4A1_ris_eosd : RH_M4A1_ris { displayName = "M4A1 RIS EOTech SD"; picture = "\RH_m4\inv\m4_ris_x_ca.paa"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "RH_eotech553"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "RH_qdss_nt4"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "RH_peq2"; }; }; }; class c_RH_M4A1_ris_agsd : RH_M4A1_ris { displayName = "M4A1 RIS ACOG SD"; picture = "\RH_m4\inv\m4_ris_x_ca.paa"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "RH_ta31rco"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "RH_qdss_nt4"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "RH_peq2"; }; }; }; class c_RH_M4A1_ris_eo : RH_M4A1_ris { displayName = "M4A1 RIS EOTech"; picture = "\RH_m4\inv\m4_ris_x_ca.paa"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "RH_eotech553"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = ""; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "RH_peq2"; }; }; }; class c_RH_M4A1_ris_ag : RH_M4A1_ris { displayName = "M4A1 RIS ACOG"; picture = "\RH_m4\inv\m4_ris_x_ca.paa"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "RH_eotech553"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = ""; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "RH_peq2"; }; }; }; }; I made a few example weapons from the RH weapon pack and made two units that use one of the four example weapons. Let me know how this works for you. :)
  7. If you are doing it for a community and will be doing it on a regular basis, the best way (Not necessarily the easiest way but it's not too hard) would be making a unit or set of units w/ the weapons. Ill edit this soon with a config that includes a working unit with a weapon w/ the weapon attachments. Just give me a little while so I can test it and make sure it works.
  8. If you just want to plop down a unit and want it to have the exact weapons you designated, you're going to have to make a new unit (Unless RH has unit's as well but I don't believe he does). Is there a reason you don't want anything in the init? Because unless you're doing this on a regular basis with those exact weapon layouts that will be the easiest way.
  9. Well if you only want to do it one time or for just a mission you're making the easiest way would to just script it in the init of the unit. You could use this: this addPrimaryWeaponItem "RH_peq2"; That would add the RH PEQ2 IR Laser to the primary weapon of the unit. If you would also like to add a scope and/or suppressor you could copy and paste that code except replace the "RH_peq2" with the class name of that optic/suppressor. After you set that up for one unit you could copy and paste it in the init of all of the other unit's you wish to have the attachments on. ---------- Post added at 08:24 PM ---------- Previous post was at 08:22 PM ---------- Tryteyker, did you ever get things working?
  10. Do you want to have a new weapon with the attachments on it? So if you were in VAS it would show let's say "M4A1 with EOTech"? If so, here is a config you can do that with. enum { OrdinalEnum = 2, 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 weapon_cfg { requiredaddons[] = {"A3_Weapons_F"}; requiredversion = 1.0; units[] = {}; weapons[] = {}; magazines[] = {}; }; }; class CfgWeapons { class CLASSNAME OF WEAPON; class CLASSNAME OF WEAPON2; class CLASSNAME OF NEW WEAPON: CLASSNAME OF WEAPON { displayName = "IN GAME NAME"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "OPTIC CLASSNAME HERE"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "MUZZLE ATTACHMENT CLASSNAME HERE"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "IR POINTER/FLASHLIGHT CLASSNAME HERE"; }; }; }; class CLASSNAME OF NEW WEAPON2: CLASSNAME OF WEAPON2 { displayName = "IN GAME NAME"; class LinkedItems { class LinkedItemsOptic { slot = "CowsSlot"; item = "OPTIC CLASSNAME HERE"; }; class LinkedItemsMuzzle { slot = "MuzzleSlot"; item = "MUZZLE ATTACHMENT CLASSNAME HERE"; }; class LinkedItemsAcc { slot = "PointerSlot"; item = "IR POINTER/FLASHLIGHT CLASSNAME HERE"; }; }; }; }; Replace the CLASSNAME OF WEAPON with the classname of the weapon you wish to add attachments and if you want to make more than just two weapons w/ attachments you can just copy and paste the primary portion but make sure to also add the class at the beginning as well.
  11. Try putting the _C in front of the O_Officer_F rather than in it. So something like TEC_C_O_Officer_F may work. Give that a shot and see if it wants to work that way.
  12. Well, i've never done this before but what it looks like is you have the Officer class name incorrect. Try having the class name being "TEC_O_Officer_F" rather than what you have there because there isn't a default unit that has a class name of "O_Officer_C_F". It may or may not work but it's worth a shot. :) --Edit-- Do any other units apart from the officer not work?
  13. I'm not sure where the documentation about those icons are but I think that they normally go by what you want them to be so an example would be "iconManMedic". Voltagez, the reason why that isn't working is because that isn't a uniform class it's a unit class. If you want the uniform that the unit you put in there has the class name should be "U_C_Poloshirt_blue". Sorry for the late update! Wasn't able to be near my computer for awhile.
  14. By the unit's identity, do you mean their class name? Their in-game player name (Example: John Dalton)? Or what they appear as in the editor? And no prob :)
  15. First off, install bohemia's developer tools. http://downloads.bistudio.com/Tools/BI_Editing_Tools_2_5_1.zip Your going to want to make a folder dedicated to your mod and make a file named Config.cpp and in that file you paste that code you found. Once you have a completed config.cpp use binPBO to pack it into a PBO file by setting the directory of the mod to the folder you created before. Next make a folder that starts with @. Example: @MYFIRSTMOD. Within that folder make another folder named "addons" w/o the quotation marks and put the pbo you binarized (Packed into a PBO) in there. Now run the game with the mod enabled and when you go into the editor you will see it under the blufor section. To find the the classnames of items you may want to use this page may be very useful to you. https://community.bistudio.com/wiki/Arma_3_Assets Here is an example of a Config.cpp you can use. enum { // = 2, // Error parsing: Empty enum name 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 unit_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class a_units { displayName = "ARMY"; author = "YOURNAME"; icon = "Directory to faction Icon"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA. priority = 2; side = 1; // Blufor }; }; class CfgVehicleClasses { class army_units { displayName = "Army Battalion"; // Rename to what you want the sub group of the faction will be. You can have multiple subfactions (VehicleClasses) as long as the class name of the VehicleClass is different. }; }; class CfgVehicles { class B_Soldier_base_F; class Army_Squadleader : B_Soldier_base_F { _generalMacro = "Army_Squadleader"; scope = 2; displayName = "Squad Leader"; // In-game name of unit faction = a_units; // Puts unit under new faction vehicleClass = "army_units"; // Puts unit in the vehicleclass icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_B_CombatUniform_mcam"; // Uniform Class backpack = "B_AssaultPack_khk"; // Backpack Class linkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. respawnLinkedItems[] = {"V_PlateCarrier3_rgr", "H_HelmetB_light", "NVGoggles", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; // Item's added to the unit. Should be identical to the linkedItems section. weapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. respawnweapons[] = {"arifle_MX_F","Binocular"}; // Weapons added to the unit. Should be identical to the linkedItems secti magazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; Respawnmagazines[] = {"30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag","HandGrenade","HandGrenade",}; }; };
  16. Do you want an entirely new side like NATO/CSAT/INDEP or do just want one of the factions within either NATO/CSAT/INDEP?
  17. Update: I've been working on it by renaming things, rewriting things, changing the location of things, ect. but yet to succeed. The NVG's work perfectly fine as NVG's but they just refuse to go in the correct place on the player's head.
  18. Can you show me your config?
  19. Yeah. Doesn't seem to work. Any ideas on why it wouldn't be working?
  20. Is this correct? The P3D is called gogs_off. class CfgModels { class NVG_Base { htMin = 60; htMax = 1800; afMax = 200; mfMax = 0; tBody = 0; sections[] = {}; sectionsInherit = ""; }; class _gogs_off : NVG_Base {}; };
  21. Where would I find where the model config for night vision is? Is there something specific for NVG's? I've found some info about model config's but not something I could translate into a NVG model.cfg. Btw, I give you all my thanks WarLord for all the help!
  22. This is my current model.cfg. Not working still. Also, should the model.cfg be placed in the primary addon directory or the sub folder that has the p3d's? 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"; }; };
  23. Sorry if this is a stupid question, but where is the model.cfg located? Is there a way I can modify it outside of O2?
  24. See now here's the problem. I have done nothing with any model.cfg and the model config editor in O2 is completely broken looking. This is what it looks like. http://puu.sh/9tLeU/d727447745.png
  25. Well unfortunately that hasn't seemed to work either. It ended up just being on the ground again. The NV part still works but the model just doesn't want to be where it should be. It's driving me crazy! :icon_frown:
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