PMC websites shut down October 13th 2025 unless yearly web hosting fees are paid. Please Support PMC to help keep these websites online.

Enjoyed or found this pages content useful, please Support PMC to help me keep this web page online beyond october 13th 2025 when yearly web hosting fees are due.

User Tools

Site Tools


arma3:config:ravendk-vest-config-example

Differences

This shows you the differences between two versions of the page.


Previous revision
arma3:config:ravendk-vest-config-example [2024/08/02 15:05] (current) – links added. snakeman
Line 1: Line 1:
 +====== ArmA 3 Vest Model Config Example ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
 +
 +**ArmA 3 Vest Model Config Example** by RavenDK
 +
 +model.cfg
 +<code cpp>
 +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 NameOfVest : ArmaMan {};  // the .p3d name
 +};
 +</code>
 +
 +config.cpp
 +<code cpp>
 +class cfgWeapons
 +{
 + class ItemCore;
 + class InventoryItem_Base_F;
 + class HeadgearItem;
 + class Uniform_Base;
 + class UniformItem;
 + class Vest_Base;
 + class VestItem;
 +
 + class U_DDAM_Vest: Vest_Base
 + {
 + scope = 2;
 + displayName = "Name Your Vest";
 + picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_tshirt_ca.paa"; // or where ever you got a picture
 + model = "\YourFolderName\Na.p3d";
 +
 + class ItemInfo: VestItem
 + {
 + uniformModel = "\ddam_gear\NameOfVest.p3d";
 + containerClass = "Supply100"; // or what ever space it got
 + mass = 50;
 + armor = "5*0.5"; // if bodyarmor various calues can be used
 + passThrough = 0.7; // how much the vest stops a bullet going through
 + };
 + };
 +};
 +</code>