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Author Topic: More than one face to an unit  (Read 1395 times)

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Serial Killer

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More than one face to an unit
« on: 25 May 2005, 19:52:49 »
How can I add more than one face to an unit? When I finished my addon and tested it, I only saw "face1" on their faces.

Offline remcen

  • Contributing Member
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  • a.k.a. hottentotten_mike
    • IM:UC
Re:More than one face to an unit
« Reply #1 on: 25 May 2005, 23:49:32 »
ok man,.... i bet you don't have an 'osobnost'-selection. make the whole head this selection and afterwards it will swapp faces as wild like you can't imagine right now ;)
 (sorry, coming bac from a night out right now)
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Serial Killer

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Re:More than one face to an unit
« Reply #2 on: 26 May 2005, 12:26:01 »
Not working.
Btw,  the hidden selections aren't working either (?)

Offline remcen

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  • a.k.a. hottentotten_mike
    • IM:UC
Re:More than one face to an unit
« Reply #3 on: 26 May 2005, 12:44:34 »
then it's config related. you need a cfgmodels section like this:

Code: [Select]
class CfgModels
{
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   class Man: Default {};
   class name_of_your_p3d: man
      {
      sections[] = {"selection1", "selection2", "selection_n"};
      sectionsInherit= "Head";
      };
};
sectionsinherit="head" makes your model class inherit the head class which contains the osobnost-selection

for hiddenselections you have to put in your cfgvehicles a line like this:
Code: [Select]
hiddenselections[]={"selection1", "selection2", "selection_n"};NB: hiddenselections must be defined as selections in the cfgmodel class before.

ok, to selection1 you refer by this setobjecttexture [0,"nameoftexture.pac"]
to sel.2 you refer by ... [1,"nameoftexture.pac"]  etc.
the order is that of the hiddenselections array, not the selectionsarray in the cfgmodels section.
hope that helps ;)

//edit: btw, do you use llauma's head? that would make things a little different
« Last Edit: 26 May 2005, 12:45:25 by remcen »
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