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ADO© Armes_A3
Intégration Famas F1:
Création Item Laser Pirate:
Création Item ACOG:
Création Item Lampe Torche:
Création Item Silencieux:
Création Item Scrome J4:
Création Item M203:
Création Item Eotech:
Création Item Aimpoint:
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Salut Gamerz,
pour un test en solo contacte moi via steam GMC73 (ADOGMC) pour une clé lite pour arma3..
On peut faire la manipe via TS.
Cordialement.
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Commande pour supprimer tout dans l'inventaire.
removeAllAssignedItems player;
removeUniform player;
removeVest player;
removeBackpack player;
removeAllWeapons player;
removeAllContainers player
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config .cpp pour une veste
class cfgWeapons
{
class ItemCore; // External class reference
class InventoryItem_Base_F; // External class reference
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
};
};
};
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config.cpp pour Casque.
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 My_Helmet
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class cfgWeapons
{
class ItemCore; // External class reference
class InventoryItem_Base_F; // External class reference
class HeadgearItem;
class My_new_helmet : ItemCore
{
scope = 2;
weaponPoolAvailable = 1;
displayName = "Superawesome Helmet";
picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.pa a";
model = "\my_helmet\headgear_b_myhelmet";
class ItemInfo : HeadgearItem
{
mass = 100;
uniformModel = "\my_helmet\headgear_b_myhelmet";
modelSides[] = {3, 1};
armor = 3*0.5;
passThrough = 0.8;
};
};
};
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Model .CFG d'un soldat Arma3.
Source:http://forums.bistudio.com/sho...-Tutorial/page4
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";
};
};
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Merci Beaucul.. oups beaucoup
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GMC26 Décembre 2012, 13:11
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Aprês ma new config...
Processeur: I7 3820
Mémoire vive: 8,00 Go DDR3 G.SKill 16000Mhz
Graphiques: Asus GTX 670 - 2Go
OS: Windows 7 à‰dition Intégrale
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Ici
Plus d'informations à propos de mon ordinateur :
Processeur AMD Athlon(tm) 64 X2 Dual Core Processor 6400+
Mémoire vive 3,00 Go
Graphiques ATI Radeon HD 4870 vaporX 512Mo
Windows 7 à‰dition Intégrale
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Ahhh! quand même...
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GMC06 Septembre 2010, 19:37
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Ma configuration :
1. Boitier : Antec P183
2. Alimentation : 500W
3. Processeur : AMD athlon X2 6400+ black édition 3.2GHz
4. Carte mêre : MSI K9N SLI platinum
5. Disque dur : Seagate SCSI 150Go & Maxtor SCSI 190GO
6. Disque dur externe :N/A
7. Lecteur : Cibox DVD/Rw
8. Ventirad : Zalman CNPS9900 Led
9. Mémoires : G.Skill & Corsair 2x2 Go DDR2
10. Carte graphique : ATI Radeon SAPPHIRE TOXIC HD 4870 512MB GDDR5 PCI-E.
Mes périphéries :
1. Souris : Logitech invisible Optic
2. Clavier : Logitec "Acces Keyboard"
3. Casque micro : Steelseries 5H
4. Ecran : HP W1907V
5. Watercooling : Réservoir & radiateur fabrication maison.
watterblocks CPU : EK Supreme
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