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arma3:config:ravendk-vest-config-example

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arma3:config:ravendk-vest-config-example [2024/08/02 15:05] (current) – links added. snakeman
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 +====== 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>
  

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