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arma2:modeling:backpack_bis

Backpack BIS

This is overview summary for original BIS made backpack configs and models.

BIS original configs

class Bag_Base_EP1: ReammoBox_EP1
{
	scope = protected;
	class TransportMagazines{};
	class TransportWeapons{};
	transportMaxMagazines = 0;
	transportMaxWeapons = 0;
	isbackpack = 1;
	reversed = 1;
	vehicleClass = "Backpacks";
	class DestructionEffects{};
};
 
class Tripod_Bag: Bag_Base_EP1
{
	scope = 2;
	displayName = "$STR_EP1_DN_Tripod_Bag";
	class TransportMagazines{};
	class TransportWeapons{};
	transportMaxMagazines = 0;
	transportMaxWeapons = 0;
	model = "\ca\weapons_e\AmmoBoxes\StaticY.p3d";
	picture = "\ca\weapons_e\data\icons\staticY_CA.paa";
	icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
	class assembleInfo
	{
		primary = 0;
		base = "";
		assembleTo = "";
		dissasembleTo[] = {};
		displayName = "";
	};
};
 
class Weapon_Bag_Base_EP1: Bag_Base_EP1
{
	model = "\ca\weapons_e\AmmoBoxes\StaticX.p3d";
	picture = "\ca\weapons_e\data\icons\staticX_CA.paa";
	icon = "\ca\weapons_e\data\icons\mapIcon_backpack_CA.paa";
	class assembleInfo
	{
		primary = 1;
		base = "Tripod_Bag";
		assembleTo = "";
		dissasembleTo[] = {};
		displayName = "";
	};
};
 
class M2StaticMG_US_Bag_EP1: Weapon_Bag_Base_EP1
{
	scope = 2;
	displayName = "$STR_EP1_DN_M2StaticMG_US_Bag_EP1";
	class assembleInfo: assembleInfo
	{
		displayName = "$STR_EP1_DN_M2StaticMG_US_Bag_EP1_assembleInfo";
		assembleTo = "M2StaticMG_US_EP1";
	};
};
 
class M252_US_Bag_EP1: Weapon_Bag_Base_EP1
{
	scope = 2;
	displayName = "$STR_EP1_DN_M252_US_Bag_EP1";
	class assembleInfo: assembleInfo
	{
		displayName = "$STR_EP1_DN_M252_US_Bag_EP1_assembleInfo";
		assembleTo = "M252_US_EP1";
	};
};
 
class US_Patrol_Pack_Ammo_EP1: US_Patrol_Pack_EP1
{
	scope = 1;
	class TransportMagazines
	{
		class _xx_20rnd_762x51_B_SCAR
		{
			magazine = "20rnd_762x51_B_SCAR";
			count = 2;
		};
		class _xx_20rnd_762x51_SB_SCAR
		{
			magazine = "20rnd_762x51_SB_SCAR";
			count = 1;
		};
		class _xx_10Rnd_127x99_m107
		{
			magazine = "10Rnd_127x99_m107";
			count = 2;
		};
		class _xx_1Rnd_HE_M203
		{
			magazine = "1Rnd_HE_M203";
			count = 2;
		};
		class _xx_1Rnd_SmokeRed_M203
		{
			magazine = "1Rnd_SmokeRed_M203";
			count = 1;
		};
	};
};
 
class Helicopter: Air
{
	transportMaxBackpacks = 1;
 
class Mi17_base: Helicopter
{
	transportMaxBackpacks = 10;
 
class MH60S: UH60_Base
{
	transportMaxBackpacks = 10;
 
class ReammoBox: Strategic
{
	transportMaxBackpacks = 1;

Analysis of BIS backpacks

Analysis of BIS backpacks.

Configs

USBasicBag:
Empty and in fact cant even carry weapons/magazines for some reason?
transportMaxMagazines = 0;
transportMaxWeapons = 0;
US_Bag.p3d

Tripod_Bag:
Empty and assembleInfo is empty too. transport w/m 0/0.
StaticY.p3d

M2StaticMG_US_Bag_EP1:
Assembly stuff for M2 static MG.
Same for dshkm, kord, mk19, ags, m252, 2b14_82mm, Metis, tow, SPG9

US_UAV_Pack_EP1:
Empty and cant carry weapons/magazines.
backpack_us_AUV.p3d

US_Assault_Pack_EP1:
Empty. transport w/m 0/8.
backpack_us_assault.p3d

US_Assault_Pack_Ammo_EP1: US_Assault_Pack_EP1
Protected (why?). few magazines, grenade and smokeshells.

US_Assault_Pack_AmmoSAW_EP1: US_Assault_Pack_EP1
SAW mg magazines, handgredandes.

US_Assault_Pack_AT_EP1: US_Assault_Pack_EP1
MAAWS rockets.

US_Assault_Pack_Explosives_EP1: US_Assault_Pack_EP1
2 mines and pipebombs.

US_Patrol_Pack_EP1:
Empty. transport w/m 0/8.
backpack_us_assault_Coyote.p3d

US_Patrol_Pack_Ammo_EP1: US_Patrol_Pack_EP1
Protected. few magazines and rifle grenades.

US_Patrol_Pack_Specops_EP1: US_Patrol_Pack_EP1
Protected. few magazines, grenades and smokeshells.

US_Backpack_EP1:
Empty. transport w/m 1/12.
backpack_us.p3d

US_Backpack_AmmoMG_EP1: US_Backpack_EP1
M240 mg magazines, handgrenades.

US_Backpack_AT_EP1: US_Backpack_EP1
Two javelin missiles.

US_Backpack_Specops_EP1: US_Backpack_EP1
Protected. Few rifle grenades/smokes, pipebombs, handgrenades, smokeshells, laserbatteries and ir strobe.

DE_Backpack_Specops_EP1:
Protected. Few magazines, pipebombs, laserbatteries and ir strobe. transport w/m 1/14.

CZ_Backpack_EP1:
Empty. transport w/m 1/14.
backpack_acr.p3d

CZ_Backpack_Ammo_EP1: CZ_Backpack_EP1
Protected. Few magazines, pipebomb, handgrenades and smokeshells.

CZ_Backpack_Specops_EP1: CZ_Backpack_EP1
Protected. Few magazines, laserbatteries, pipebombs, hangrenade and ir strobe.

CZ_Backpack_AmmoMG_EP1: CZ_Backpack_EP1
Protected. M240 mg magazines and handgrenades.

CZ_VestPouch_EP1:
Empty. transport w/m 0/6.
backpack_acr_small.p3d

CZ_VestPouch_Sa58_EP1: CZ_VestPouch_EP1
Protected. Few magazines and smokeshells.

CZ_VestPouch_M4_EP1: CZ_VestPouch_EP1
Protected. Few magazines and smokeshells.

TK_RPG_Backpack_EP1:
Bag with RPG7 rockets. transport w/m 0/8. backpack_rpg.p3d

TK_ALICE_Pack_EP1:
Empty. transport w/m 1/12.
backpack_tk_alice.p3d

TK_ALICE_Pack_Explosives_EP1: TK_ALICE_Pack_EP1
Protected. Mines and pipebombs.

TK_ALICE_Pack_AmmoMG_EP1: TK_ALICE_Pack_EP1
Protected. PK MG magazines and handgrenades.

TKA_ALICE_Pack_Ammo_EP1: TK_ALICE_Pack_EP1
Protected. Few magazines, rifle grenades and smokeshells.

TKG_ALICE_Pack_AmmoAK47_EP1: TK_ALICE_Pack_EP1
Protected. Few magazines, handgrenades and smokeshells.

TKG_ALICE_Pack_AmmoAK74_EP1: TK_ALICE_Pack_EP1
Protected. Few magazines, rifle grenades, handgrenades and smokeshells.

TK_Assault_Pack_EP1:
Empty. transport w/m 0/8.
backpack_civil_assault.p3d

TK_Assault_Pack_RPK_EP1: TK_Assault_Pack_EP1
Protected. RPK MG magazines and handgrenades.

TKA_Assault_Pack_Ammo_EP1: TK_Assault_Pack_EP1
Protected. Few magazines, rifle grenades and handgrenades.

Models

backpack_acr.p3d
backpack_acr_small.p3d
backpack_civil_assault.p3d
backpack_rpg.p3d
backpack_tk_alice.p3d
backpack_us.p3d

1-5 res LODs.
shadowvolume 0 and 1000.
geometry
landcontact (point is right in the middle of the pack, soldiers back side so pack will lay nicely to the ground.
view geometry

backpack_us_assault.p3d
backpack_us_assault_Coyote.p3d
backpack_us_AUV.p3d
backpack_us_medical.p3d
US_Bag.p3d

1-5 res LODs.
view pilot (basically same as 1.0 res LOD).
shadowvolume 0 and 1000.
geometry
landcontact (point is right in the middle of the pack, soldiers back side so pack will lay nicely to the ground.
view geometry

StaticX.p3d

1-4 res LODs.
view pilot (basically same as 1.0 res LOD).
shadowvolume 0 and 1000.
geometry
landcontact (point is right in the middle of the pack, soldiers back side so pack will lay nicely to the ground.
view geometry

StaticY.p3d

1-4 res LODs.
shadowvolume 0 and 1000.
geometry
landcontact (point is right in the middle of the pack, soldiers back side so pack will lay nicely to the ground.
view geometry
arma2/modeling/backpack_bis.txt · Last modified: 2011-07-01 13:39 (external edit)