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Found 12 results

  1. Assets seen in these images are just a sample of what is included, NOT the entire content! Everything shown is still work-in-progress, NOT the final content! Details: Coming Soon... For now I'll at least share what the main components of this mod will be made up of: USP_Gear_Acc (Accessories; GPS, wristmap, etc) USP_Gear_Body (Uniforms; pretty much just uniforms) USP_Gear_Core (Core; required by all modules to function) USP_Gear_Face (Facewear; shades, balaclavas, cool stuff, etc) USP_Gear_Head (Headgear; helmets, caps, etc) USP_Gear_Nvg (You guessed it) USP_Gear_Pack (Backpacks; mostly stuff that goes on the back) USP_Gear_Vest (Body armor; whether you wanna go rambo or snake, we got it all) Each module is standalone, and only requires the USP_Gear_Core (included) to function. Required Addons: None Signed: Most likely, and server key should be there. Overview: I'll try to keep this brief. Overall, this mod has been long in the making, even before any progress pics started popping up for it. I've owned and played the whole Arma series, back to OFP, and remained a pretty dedicated fan since the start. Never did anything more than play with scripting and develop missions/scenarios up until Arma 3, which is when I first decided to really get into modding. Started out small, messing around with patches and markers, and then I began playing with retextures as a first step into working on a full units/gear mod. Got good and far along with that, but never really mentioned it or made a release since I have a bad habit of always wanting to pack in more before going public. Then I met Hawaiian (Will) and he taught me everything he could, and shit hit the fan from there. Started messing with models, building up the foundation for a gear mod with what I could from A2 assets. Eduardo (Carlos) right by my side from the beginning, always pushing me and encouraging progress, doing everything he can to learn and help where possible. Enter OMA, the team modeller with incredible talent, shit explodes from there. So now we have this here, a gear pack that is steadily expanding to create as much authentic assets as we can...or until we get bored. Including tons of variety, hiddenSelections, various camo/texture patterns, and the largest collection of vests/plate carriers available. Why? Because we like creating new things and adding as much variety as we can to the game. Last thing I wanna say is, I can't stress enough the workload ahead. We are a very small team and even though our modeller is a speed demon, the rest beyond that will take time. So bottom line, be patient, I want this stuff ingame as much as anyone. I'll update everything with more info soon, mainly just wanted to get the thread up so I can stop posting unrelated things to the Rangers thread. Current Assets: As always, everything shown here is WIP and subject to change. Somes items still aren't shown yet, so this list will be updated as new assets are added. Accessories: Facewear: Headgear: NVG: Packs: Uniforms: Vests: Future Assets: Everything. No but seriously, we have a pretty lengthy list of 'planned' assets, but that's not to say all of them will get done. We're constantly adding to the list so we'll just see how much gets completed in the end. Just to name a few items, we have things like balaclavas, shemaghs, coveralls, beards, amphibious gear, para gear, and much more in the planning. May create a more solid list of our future-plans as we get further along, so stay tuned. FAQ: Q: When will this mod be released? ETA? A: Obviously when it's done. Q: Do you take requests? A: Absolutely. Not that we will accept all requests, but definitely consider them. Q: Is there any focus or direction that is planned for the gear? US only? A: Not entirely, pretty much adding anything that interests us for the most part. Q: Why make so many assets that have already been done before? A: Well to make an all-in-one gear pack, it's what we all want right? Q: Any plans to work on weapons or vehicles at some point? A: Not at the moment, hands are full. Q: How are you able to pump out new asset models so fast? A: The Dream Team© Q: Will this mod be made open-source so assets can be used in other projects? A: Possibly upon request. (This only applies to assets created by OMA.) Dev Team: Here's the team that started things in motion. We are a small, dedicated group and always open to experienced help from anyone wishing to get involved. Siege-A (Team lead) OMA (3D Model) Krogar (3D Model) Carlos (Team Assist) Contributors: Thanks to these guys, this mod has some awesome new upgrades on the way. Helping pave the way to what's looking to be the greatest gear mod ever. Warden_1 (3D Model/Photogrammetry) Ardvarkdb (3D Model/Texture) Sabre (Texture Master) Zeealex (3D Model/Texture) NissanLawyer (3D Model) Lyy Amao (Texture Artist) Dirks (3D Model/Texture) FoxOne (3D Model) Credits and Thanks: If I missed anyone here, I do apologize, I will be further updating this thread and will get everything situated in good time. OMA (The pro behind the scenes that helped kick off things with a bang.) Carlos (Kept the motivation going to see this to the end, and lending a hand in whatever he can.) Krogar (Offering his time and skills to us to help expand things even further.) Fritts (Team Moderator. Helped us out wherever he could and wouldn't let us forget how great BF2142 was.) Hawaiian (This guy is to thank for helping get all of this started. Many, many thanks brother, I hope you are well.) Cunico (Giving permission to use many of his high quality assets.) Lennard (Allowing use of his excellent model assets.) DaveGary (Even in A3, some top-notch assets.) RoadRunner (Allowing use of his awesome boot textures.) Syncing (Awesome GPS model.) Adacas (Allowing access to his amazing model library.) Yogensia (Some great models/textures for the Fasthawk and Ice Axe.) Bohemia Interactive (For bringing us the best milsim game series ever and for making the A2 assets open-source.) Patron Supporters (This means a great deal to us and can't thank you guys enough for your support.) Alexander Hofmann BLACKOUT6IX Blain Mundt Coda Fetus Grimnir25 Hvymtal Joshua Crosby Lucas Fritts Oskar Hassel Pix Sparksy Switchfoot Enjoy the work you see? Care to support OMA so he can continue bringing us all these great new assets? Here's how: Just wanting to stare at some beautiful renders of things as they're made? Check it out: Trying to just have a browse through all the WIP that has been done in the mod so far? Look no further:
  2. Previously called the "US Army 2005" addon, now i renamed it to "US Forces 2000s", so the addon can have a wider scope and can include more branches. This pack includes Soldiers and Marines wearing BDUs in Desert camo or M81 Woodland camo and Interceptor Body Armors in M81 camo, 2004-2006 era Marines wearing Marpats, IBAs, Nomex Flightsuits, and there are also 2007 Era US Army units that wear Full UCP camo. They use RHS weapons and vehicles, GSTAVO's M16A2s are also used by most of the Marines from 2001-2003, and also rear echelon US Army units Features: - Units, primarily US Army and USMC, from 2001 to 2007, wearing appropriate uniforms and gear for each year - units are mostly available in woodland and desert variants (except for later US Army, wearing universal camo pattern, of course) - Generic Special Forces Units, from 2001s to 2005 era - Adapter for users of RH Accessories pack is available, inside the "optionale" folder found in the mod's directory (@simc_uaf_08_rhs). using RH Optics will give more period accurate attachments not found in RHS, primarily PEQ2s and Aimpoint M2s, also TA01 ACOGs Gear: - ACU Uniform (UCP camo, IR flag option) - MICH helmet (UCP, M81, and DCU camo, and coverless versions) - MICH battery pack accessories made by Lennard - PASGT helmet (M81, DCU, 6-colour, and Marpats) - LWH Helmet (Desert and Woodland Marpat) - Interceptor Body Armour OTVs (a shitload of them, really, in M81, DCU, and UCP camo, also plain coyote brown) - CIRAS vests - SPEAR BALCS vests - FLCs (on its own and on top of IBAs) - ILBVs (on its own and on top of IBAs) - BDU Uniforms (M81 and DCU) - Raid BDUs (M81 and DCU) - Units have randomised helmets - Nomex Flightsuit (model by Cinco) - ESS and SWD Goggles - few other glasses, ESS V12 and Birth Control Glasses (Made by Lennard) - Watch Caps for early years SF (Also Made by Lennard) - PVS7 NVGs on rhino mounts - optional ace compatibility for all glasses and NVGs available, config made by lizardbolo, optional config comes in a pbo located in "optionale" folder under the mod's directory - patrol caps, utility caps, and boonie hats, in DCU and M81 - Fleece jackets and MOPP suits Planned stuff: - Wound textures - m40 gasmask + hoodie - editor icons - some additional SF Vests Full Changelog: Known Issues: - Nametapes does not receive shadows (idk how to fix this yet, material issue or smthing i have no idea even) - Wound textures not yet working Credits: - Bohemia Interactive: A2 Sample models, for base of uniform model and also the pouches - bolo861: Helped me fix loades of config errors, beta testing, and made config for the glasses ace compatibility - punky: original FLC model - bigstone: Scrim helmet model, ISAF patch texture, and several other texture for other unit patches, and lots of advices - cinco: NOMEX fligtsuit model - Johannes for his awesome SF template for Arma 1 - RHS team: Awesome mod in general that becomes the base for this mod (vehicles and weapons) - GSTAVO: That wonderful M16A2 - Lennard: Several great models that he gave me, including the watch caps, glasses, and battery pack - John Hansen (of Brazilian Defense Force mod) for ALICE webbing models - everyone here who helped me discover all the bugs that appear due to mijn clumsiness, and also for all the suggestions and critics! image albums: https://imgur.com/a/hdcjLq9 https://imgur.com/a/DaEScEM https://imgur.com/a/WWkAhrA https://imgur.com/a/dVLSUVv Download: Steam Workshop ------------- Additional Units Optionally, if you want some more units, you can grab some here. http://steamcommunity.com/sharedfiles/filedetails/?id=1116198232 The extra units that are included in this optional pack are: - 173rd Airborne Bde (2004 and OEF) - 10th Mountain Division (2004 and OEF) - 101st Airborne (OEF) - 3rd Infantry Division (OEF) - 4th Infantry Division (2004 and OEF) - 1st Infantry Division (2004, 2007, OEF) - 1st Cavalry Division (2004, 2007, OEF) - 2nd Armoured Cavalry Regiment (2004, OEF) As always, the 2004 ones wears DCUs and M81 IBAs, and a mix of MICH and PASGT helmets. The OEF units are in Full ACU gear and they wear ISAF patch on their left arm.
  3. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  4. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  5. Armor

    What about adding armor to the game? Another risk/reward item to bring into matches and loot as well.
  6. Hello, if my own headgear is on the ground, there is no model (it is invisible) What I've to change in my config? 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 polizei_einsatzhelm_var { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class polizei_einsatzhelm : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Polizei Einsatzhelm"; author = "CSSx3"; picture = "\Polizeihelm\rl_icon_polizeihelm.paa"; model = "\Polizeihelm\rl_polizeihelm.p3d"; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\Polizeihelm\rl_polizeihelm.p3d"; modelSides[] = {3, 1}; class HitpointsProtectionInfo { class Head{ hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 10; // addition to armor of referenced hitpoint passThrough = 0.6; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; };
  7. First of all I've been searching the forums and anywhere else about this, there are indeed similar issues (like in this thread: https://forums.bohemia.net/forums/topic/195356-cant-see-textures-through-glass/) but I cant find any fix about this one. Basically my helmet models appear all white behind any glasses, I've tried doing something like sorting alphas but that didn't seem to work. https://imgur.com/a/cTG0W Can anyone help? Could it be an rvmat issue or something? (this issue appears in few rhs helmets too apparently)
  8. there is a helmet placeholder in a addons directory (character_F/common) with class name "H_bandmask_demon " is a ops core type model. my opinion is that a base for the light helmets in game and maybe share the same textures. just to avoid to reinvent the wheel someone has tried some configuration? thanks in advance
  9. Hi guys I'm Memura for ORC mod team,Today we will be show you our mod's and our plans. as you can see the ARMA3's SOF gear mod is More and more but is still Imperfect . We think we can make some new stuff of this,so this mod was born. we hope you enjoy and will be like this,so here is our fist step of the Equipment Packs: a new OPSCORE FAST Maritime. We spent a lot of time on modeling,in real life we have family and job,making mods at same time is not easy.but anyway,here we got a brand new hight quality model,your support and like will be our motivation.thx to ARMA3 community. The Maritime will have more variants(different helmet gear) and camo,also with more different sizes(like M,M/L,X/L,XXL),Refer to the reality sizes of the Maritime make it got more individuation.With a right size comtac II headset.we try hard to be realistic and more meticulous. Here is some testing pics of helmet↓ Pics of model: Preview of different camo Pics in game Soon we will have more helmet preview pics in game with more variants and camo!so pls stay follow us,that will encourage us. P.S. If you want to help us,to make the progress faster and better,pls PM to me,I would appreciate it. anyway,have a good day guys,and.... LONG MAY THE ARMA! Cherrs!
  10. Small's Gear

    This mod currently contains the MICH 2000 helmet in various colours with some personalized helmets for my arma group. **Thanks to SpartanSix for the spraypaint & snakeskin textures Downloads: Steam Dropbox
  11. Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed 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", "neck", "Spine3", "neck1", "neck", "head", "neck1", "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", "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", "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", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; };
  12. Problem making custom helmet

    Hi all im having a minor issue with a helmet i'm currently working on. I pack the pbo fine and all that jazz but once im in game i get an error saying the p3d cannot be opened. The p3d is all original, as in i own it and made it from scratch. Iv'e made a few vehicles in the past but was wondering if anyone has an idea why the helmet won't open. Also on a side note i reduced the vert count to about 400 verts and still no joy. This is my config.cpp class CfgPatches { class Irishs_Gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; /// External class reference class InventoryItem_Base_F; /// External class reference class HeadgearItem : InventoryItem_Base_F { allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack type = 605; /// 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 MK6 : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Mk6 Jungle Warfare"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\MK6_Helmet\Mk6"; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\MK6_Helmet\Mk6"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; This is my 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" }; skeletonName = "OFP2_ManSkeleton"; }; class Irishs_Gear : ArmaMan{}; }; Any help anyone can give will be greatly appreciated.