Aight, I have poured over the forums both here and at BIS , still cant seem to get this to work.
I am making new units, and have them completely tecxtured, can get them in game etc...
I have been able to get the textures to swap out for blood and stuff with "wounded textures"
However, the wounded faces is what is giving me trouble. Here is a look at my config to dte, by no means complete!
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotHandGun 2 // HandGun
#define WeaponSlotHandGunItem 32 // HandGun magazines
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536
class CfgPatches
{
class D_UrbanHMG
{
units[] = {D_UrbanHMG};
weapons[] = {};
requiredVersion = 1.30;
};
class D_UrbanHSR
{
units[] = {D_UrbanHSR};
weapons[] = {};
requiredVersion = 1.30;
};
class D_UrbanHCT
{
units[] = {D_UrbanHCT};
weapons[] = {};
requiredVersion = 1.30;
};
class D_UrbanHMedic
{
units[]={D_UrbanHMedic};
weapons[]={};
requiredVersion = 1.30;
};
class D_UrbanHAT
{
units[]={D_UrbanHAT};
weapons[]={};
requiredVersion = 1.30;
};
class D_UrbanHSN
{
units[]={D_UrbanHSN};
weapons[]={};
requiredVersion = 1.30;
};
class D_UrbanHOF
{
units[]={D_UrbanHOF};
weapons[]={};
requiredVersion = 1.30;
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
};
// some generic model requirements
class Head: Default
{
sections[] =
{
"osobnost",
"brejle"
};
};
class Man: Default
{
sections[] =
{
"head injury","body injury",
"l arm injury","r arm injury","p arm injury",
"l leg injury","r leg injury","p leg injury",
"medic",
"hlava",
"krk",
"zasleh"
};
sectionsInherit=Head;
};
class D_UrbanH: Man {};
};
class CfgVehicles
{
class All {};
class AllVehicles:All {};
class Land:AllVehicles {};
class Man:Land {};
class Soldier:Man {};
class SoldierWB:Soldier{};
class SoldierWMG:SoldierWB{};
class D_UrbanHSR: SoldierWB
{
displayName="DOA Urban Heavy Soldier";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
accuracy=2.500000;
wounds[]={"\D_UrbanH\ft_straps.pac","\D_UrbanH\ft_trapsWD.paa","xicht_a.paa","xicht_zranen.pac"};
attendant=1;
nightVision=1;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"G36a","Beretta","NVGoggles","Throw","Put"};
magazines[]={"G36aMag","G36aMag","G36aMag","G36aMag","G36aMag","G36aMag","BerettaMag","BerettaMag","HandGrenade","HandGrenade"};
};
class D_UrbanHMG: D_UrbanHSR
{
displayName="DOA Urban Heavy MG";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
accuracy=2.500000;
attendant=1;
nightVision=1;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"M60","Beretta","NVGoggles","Throw","Put"};
magazines[]={"M60","M60","M60","M60","BerettaMag"};
};
class D_UrbanHCT: D_UrbanHMG
{
displayName="DOA Urban Heavy Recon";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
accuracy=2.500000;
attendant=1;
nightVision=1;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"HK","Beretta","NVGoggles","Throw","Put"};
magazines[]={"HK","HK","HK","HK","HK","HK","BerettaMag","BerettaMag","HandGrenade","HandGrenade"};
};
class D_UrbanHMedic : D_UrbanHCT
{
displayName="DOA Urban Heavy Medic";
model="\D_UrbanH\D_UrbanHM.p3d";
accuracy=2.500000;
vehicleClass="Men";
scope=2;
cost=60000;
attendant=1;
sensitivity=1.25;
nightVision=1;
camouflage=0.750000;
nameSound="medic";
hiddenSelections[]={};
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"M4","Beretta","NVGoggles","Throw","Put"};
magazines[]={"M4","M4","M4","M4","M4","BerettaMag","BerettaMag","HandGrenade","HandGrenade","HandGrenade"};
};
class D_UrbanHAT: D_UrbanHMedic
{
displayName="DOA Urban Heavy AT";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
accuracy=2.500000;
nightVision=1;
attendant=1;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"G36a","Beretta","NVGoggles","Throw","LAWLauncher","Put"};
magazines[]={"G36aMag","G36aMag","G36aMag","BerettaMag","LAWLauncher","LAWLauncher","LAWLauncher"};
};
class D_UrbanHSN: D_UrbanHAT
{
displayName="DOA Urban Heavy Sniper";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
attendant=1;
accuracy=2.500000;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"SVDDragunov","Beretta","NVGoggles","Binocular","Throw","Put"};
magazines[]={"SVDDragunov","SVDDragunov","SVDDragunov","SVDDragunov","BerettaMag"};
};
class D_UrbanHOF: D_UrbanHSN
{
displayName="DOA Urban Officer";
model="\D_UrbanH\D_UrbanH.p3d";
sensitivity=1.25;
attendant=1;
accuracy=2.500000;
camouflage=0.750000;
weaponSlots="1 + 16 + 2 + 2 * 4096 + 10 * 256 + 4 * 32";
weapons[]={"G36a","Beretta","NVGoggles","Binocular","Throw","Put"};
magazines[]={"G36aMag","G36aMag","G36aMag","G36aMag","G36aMag","BerettaMag","HandGrenade","HandGrenade","BerettaMag","BerettaMag"};
};
};
class CfgGroups
{
class West
{
name="West";
class Infantry
{
name="Infantry";
class D_UrbanHUnit
{
name="D Urban Heavy Unit";
class Unit0
{
name="1";
side="1";
vehicle="D_UrbanHOF";
rank="CAPTAIN";
position[]={0,5,0};
};
class Unit1
{
name="2";
side="1";
vehicle="D_UrbanHSR";
rank="Private";
position[]={-10,0,0};
};
class Unit2
{
name="3";
side="1";
vehicle="D_UrbanHSR";
rank="PRIVATE";
position[]={10,0,0};
};
class Unit3
{
name="4";
side="1";
vehicle="D_UrbanHMG";
rank="CORPORAL";
position[]={15,0,0};
};
class Unit4
{
name="5";
side="1";
vehicle="D_UrbanHMG";
rank="CORPORAL";
position[]={-15,0,0};
};
class Unit5
{
name="6";
side="1";
vehicle="D_UrbanHCT";
rank="PRIVATE";
position[]={20,0,0};
};
class Unit6
{
name="7";
side="1";
vehicle="D_UrbanHCT";
rank="PRIVATE";
position[]={-20,0,0};
};
class Unit7
{
name="8";
side="1";
vehicle="D_UrbanHAT";
rank="PRIVATE";
position[]={25,0,0};
};
class Unit8
{
name="9";
side="1";
vehicle="D_UrbanHMedic";
rank="PRIVATE";
position[]={-25,0,0};
};
class Unit9
{
name="10";
side="1";
vehicle="D_UrbanHSN";
rank="CORPORAL";
position[]={30,0,0};
};
};
I realize that I dont have the wounds for every segment and for every soldier, I am trying to make sure my process woirks for a single soldier, then replicate it thru the cpp file.
What I want to make sure happens is that for Co-Op missions, the faces are random on the units, instead of all the same face. Also, when that player takes a round in the face, the texture changes to a bloodied mess. Am I missing textures somewhere that i need? Is the confi.cpp incorrect in some way? Please, any and all input will be greatly appreciated, this is my first attempt at Unit addons, and I dont want them to be hack jobs.