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Offline MIG

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    • Operation Farmland
Problem with new faces wound textures
« on: 22 Apr 2005, 23:00:31 »
I'm trying to make an addon using new faces/dammaged faces.
The new faces are working real fine but new dammaged faces textures are not displayed when the units are hit or dead,
 but only the usual bis face wound textures .  I've set the dammaged faces in the config, so don't understand this "bug"  >:(

If anyone knows how to solve this, it would be great  :)

Code: [Select]

#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


// armour ratings. Remember that these are for zombies that begin with damage of 0.8!!!

#define ZOMBIE_OVERALL_ARMOR_RATING 50
#define VERY_WEAK_ARMOR 0.2
#define TOUGH_ARMOR 128000.0
#define VERY_TOUGH_ARMOR 512000.0
#define REALISTIC_ZOMBIE_ARMOR 1024000.0


// Wounds

#define CIVWOUNDS wounds[]={"\fml_civilians\faces\blonde.pac","\fml_civilians\faces\blonde_d.pac","\fml_civilians\faces\blonde1.pac",
"\fml_civilians\faces\blonde1_d.pac","\fml_civilians\faces\brunette.pac","\fml_civilians\faces\brunette_d.pac","\o\char\faceR01.paa",
"\o\char\faceR01_d.pac","\o\misc\eva.pac","\o\misc\eva_d.pac","\o\misc\kamila.pac","\o\misc\kamila_d.pac","\o\misc\lada.pac",
"\o\misc\lada_d.pac","\o\misc\lucie.pac","\o\misc\lucie_d.pac","\o\misc\marketa.pac","\o\misc\marketa_d.pac","\o\misc\nada.pac",
"\o\misc\nada_d.pac","xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa",
"xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen","xicht_h.paa",
"xicht_a_zranen","xicht_i.paa","xicht_a_zranen","xicht_j.paa","xicht_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_l.paa",
"xicht_a_zranen","xicht_m.paa","xicht_a_zranen","xicht_n.paa","xicht_a_zranen","xicht_o.paa","xicht_o_zranen","xicht_p.paa",
"xicht_a_zranen","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa",
"xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xicht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen","xicht_x.paa",
"xicht_a_zranen","xicht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b.paa",
"xicht_w_zranen","xicht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa","xicht_a_zranen","xicht_2f.paa",
"xicht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xicht_a_zranen","xicht_2i.paa","xicht_a_zranen","xicht_2j.paa",
"xicht_a_zranen","xicht_2k.paa","xicht_a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa","xicht_a_zranen","xicht_2n.paa",
"xicht_a_zranen","xicht_2o.paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen","xicht_2q.paa","xicht_a_zranen","xicht_2r.paa",
"xicht_e_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa","xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xicht_2v.paa",
"xicht_a_zranen","xicht_2w.paa","xicht_w_zranen","xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a_zranen","xicht_2z.paa",
"xicht_a_zranen","\fml_civilians\tex\scitop","\fml_civilians\tex\scitop_d","\fml_civilians\tex\scibot","\fml_civilians\tex\scibot_d",
"\fml_civilians\tex\jastex.paa","\fml_civilians\tex\jastex_d","\fml_civilians\tex\jastex2.paa","\fml_civilians\tex\jastex2_d",
"\fml_civilians\tex\kraag.paa","\fml_civilians\tex\kraag_d","\fml_civilians\tex\m_frente","\fml_civilians\tex\m_frente_d",
"\fml_civilians\tex\m_tras","\fml_civilians\tex\m_tras_d","\fml_civilians\tex\m_jeans_f","\fml_civilians\tex\m_jeans_f_d",
"\fml_civilians\tex\m_jeans_b","\fml_civilians\tex\m_jeans_b_d","\fml_civilians\tex\manga.pac","\fml_civilians\tex\manga_d.pac",
"\fml_civilians\tex\f_hrud_p","\fml_civilians\tex\f_hrud_p_d","\fml_civilians\tex\f_zada_z","\fml_civilians\tex\f_zada_z_d",
"\fml_civilians\tex\f_nohy_p","\fml_civilians\tex\f_nohy_p_d","\fml_civilians\tex\f_nohy_z","\fml_civilians\tex\f_nohy_z_d",
"\fml_civilians\tex\f_ruka","\fml_civilians\tex\f_ruka_d","\fml_civilians\tex\w_leg","\fml_civilians\tex\w_leg_d","\fml_civilians\tex\w_blu",
"\fml_civilians\tex\w_blu_d","\fml_civilians\tex\w_cas","\fml_civilians\tex\w_cas_d","\fml_civilians\tex\w_saia","\fml_civilians\tex\w_saia_d",
"\fml_civilians\tex\n_blu","\fml_civilians\tex\n_blu_d","\fml_civilians\tex\n_cas","\fml_civilians\tex\n_cas_d","\fml_civilians\tex\n_saia",
"\fml_civilians\tex\n_saia_d","\fml_civilians\tex\n_cep","\fml_civilians\tex\n_cep_d"};

 
class CfgPatches
{
        class fml_civilians
        {
        units[]={Priest,
                 z_priest,
                 Priest1,
                 z_Priest1,
                 Farmer,
                 z_farmer,
                 Nurse,
                 z_Nurse,
                 Girl,
                 z_Girl,
                 Girl1,
                 z_Girl1,
                 Scientist,
                 z_Scientist,
                 Medic,
                 z_medic,
                 Police,
                 z_police,
                 Police1,
                 z_Police1,
                 Police2,
                 z_Police2,
                 Security,
                 z_Security

                };

        requiredversion=1.910000;
        };
};

class CfgModels
{   
   class Default
   {
      sections[]={};
      sectionsInherit="";
   };
   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","priesthat","moustache","rookie","police","sarge","glasses","bone","algemas","securitygear","policegear","hair","estet"};
      sectionsInherit="Head";
   };
        class hlavaw: Head {};
        class Priest: Man {};
        class z_Priest: Man {};
        class Priest1: Man {};
        class z_Priest1: man {};
        class Farmer: man {};
        class Z_Farmer: man {};
        class Nurse: man {};
        class z_Nurse: man {};
        class Girl: man {};
        class z_Girl: man {};
        class Girl1: man {};
        class z_Girl1: man {};
        class Scientist: man {};
        class z_Scientist: man {};
        class Medic: man {};
        class z_Medic: man {};
        class Police: man {};
        class z_Police: man {};
        class Police1: man {};
        class z_Police1: man {};
        class Police2: man {};
        class z_Police2: man {};
        class Security: man {};
        class z_Security: man {};
 
};

class CfgVehicles
{
   class All {};
   class AllVehicles: All {};
   class Land: AllVehicles{};
   class Man: Land{};
        class Civilian: Man{};
        class Woman1: Civilian{};



   class priest: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_priest";
        hiddenSelections[]={"priesthat"};
        nameSound="man";
        model="\fml_civilians\models\priest";
        moves="CfgMovesMC";
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};   
   };

        class z_priest: priest
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"priesthat"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
   displayName="$STR_DN_ADD_priest";
        model="\fml_civilians\models\priest";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

   class priest1: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_priest1";
        hiddenSelections[]={};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        model="\fml_civilians\models\priest";
        CIVWOUNDS
        hitsounds[]={};
   };

        class z_priest1: priest1
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_priest1";
        model="\fml_civilians\models\priest";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

   class farmer: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_farmer";
        hiddenSelections[]={};
        nameSound="man";
        model="\fml_civilians\models\farmer";
        moves="CfgMovesMC";
        CIVWOUNDS
        hitsounds[]={};   
   };

        class z_Farmer: farmer
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_farmer";
        model="\fml_civilians\models\farmer";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };   

   };

   class nurse: civilian
   {
        access=2
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_nurse";
        hiddenSelections[]={};
        model="\fml_civilians\models\nurse";
        moves="CfgMovesMCWoman";
        woman=1
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};

        class eventhandlers
      {
            init = [_this select 0] exec {\fml_civilians\scripts\faces.sqs};
       };   
   
   };

        class z_nurse: nurse
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_nurse";
        model="\fml_civilians\models\nurse";
        moves="CfgMovesMCWoman";
        woman=1
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {

              init="[_this select 0] exec ""\fml_civilians\scripts\Faces.sqs"",[_this select 0] exec""\zombiescripts\initfemalezombie.sqs"" ";

       };
        };

   class girl: civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_girl";
        hiddenSelections[]={};
        model="\fml_civilians\models\girl";
        moves="CfgMovesMCWoman";
        CIVWOUNDS
        woman=1
   accuracy=0.400000;
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};   

        class eventhandlers
       {
            init = [_this select 0] exec {\fml_civilians\scripts\faces.sqs};
       };   

   };



        class z_girl: girl
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_girl";
        model="\fml_civilians\models\girl";
        moves="CfgMovesMCWoman";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {

            init="[_this select 0] exec ""\fml_civilians\scripts\Faces.sqs"",[_this select 0] exec""\zombiescripts\initfemalezombie.sqs"" ";

       };
        };

   class girl1: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
   displayName="$STR_DN_ADD_girl1";
        hiddenSelections[]={"hair"};
        model="\fml_civilians\models\girl";
        moves="CfgMovesMCWoman";
        woman=1
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\fml_civilians\scripts\faces.sqs};
       };   

   };

        class z_girl1: girl1
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"hair"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_girl1";
        model="\fml_civilians\models\girl";
        moves="CfgMovesMCWoman";
   woman=1
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {

            init="[_this select 0] exec ""\fml_civilians\scripts\Faces.sqs"",[_this select 0] exec""\zombiescripts\initfemalezombie.sqs"" ";

       };
        };


        class scientist: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
        hiddenSelections[]={"estet"};
   displayName="$STR_DN_ADD_scientist";
        nameSound="man";
        model="\fml_civilians\models\scientist";
        moves="CfgMovesMC";
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};
   };

        class z_scientist: scientist
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"estet"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_scientist";
        model="\fml_civilians\models\scientist";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

        class medic: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
        hiddenSelections[]={};
   displayName="$STR_DN_ADD_medic";
        nameSound="man";
        model="\fml_civilians\models\scientist";
        moves="CfgMovesMC";
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Throw","Put"};
   magazines[]={"strokeFist"};
        hitsounds[]={};
   };

        class z_medic: medic
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_medic";
        model="\fml_civilians\models\scientist";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

        class police: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
        hiddenSelections[]={"moustache","police","sarge","glasses","securitygear"};
   displayName="$STR_DN_ADD_police";
        nameSound="man";
        model="\fml_civilians\models\police";
        moves="CfgMovesMC";
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Glock","Throw","Put"};
   magazines[]={"GlockMag","GlockMag","GlockMag","GlockMag"};
        hitsounds[]={};
   };

        class z_police: police
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"moustache","police","sarge","glasses","securitygear"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_police";
        model="\fml_civilians\models\police";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

        class police1: police
   {

        hiddenSelections[]={"moustache","rookie","sarge","glasses","securitygear"};
   displayName="$STR_DN_ADD_police1";
   weapons[]={"Glock","Throw","Put"};
        accuracy=2.000000;
   magazines[]={"GlockMag","GlockMag","GlockMag","GlockMag"};
        hitsounds[]={};
   };

        class z_police1: police1
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"moustache","rookie","sarge","glasses","securitygear"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_police1";
        model="\fml_civilians\models\police";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

        class police2: police
   {

        hiddenSelections[]={"police","rookie","securitygear"};
   displayName="$STR_DN_ADD_police2";
   weapons[]={"Glock","Throw","Put"};
        accuracy=3.500000;
   magazines[]={"GlockMag","GlockMag","GlockMag","GlockMag"};
        hitsounds[]={};
   };

        class z_police2: police2
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"police","rookie","securitygear"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_police2";
        model="\fml_civilians\models\police";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };

        class security: Civilian
   {
        vehicleClass = "FML Civilian Pack";
   side=TCivilian;
        scope=public;
        hiddenSelections[]={"moustache","policegear"};
   displayName="$STR_DN_ADD_security";
        nameSound="man";
        model="\fml_civilians\models\police";
        moves="CfgMovesMC";
   accuracy=0.400000;
        CIVWOUNDS
        threat[]={0.000000,0.000000,0.000000};
        camouflage=1.200000;
   weapons[]={"Revolver","Throw","Put"};
   magazines[]={"RevolverMag","RevolverMag","RevolverMag","RevolverMag"};
        hitsounds[]={};
   };

        class z_security: security
   {
        vehicleClass = "FML Civilian Pack (Zombies)";
   side=TEast;
        scope=public;
        hiddenSelections[]={"moustache","policegear"};
   armor=ZOMBIE_OVERALL_ARMOR_RATING;
   armorhead=VERY_WEAK_ARMOR;
   armorbody=TOUGH_ARMOR;
   armorhands=TOUGH_ARMOR;
   armorlegs=TOUGH_ARMOR;
        glasses="None";
   displayName="$STR_DN_ADD_security";
        model="\fml_civilians\models\police";
        CIVWOUNDS
        hitsounds[]={};

        class eventhandlers
       {
            init = [_this select 0] exec {\zombiescripts\initmalezombie.sqs};
       };
        };
   

};


class cfgFaces
 
{

        class Priest
   {
      name="priest";
      texture="\fml_civilians\faces\priest.paa";
      east=1;
      west=1;
   };

        class Scientist
   {
      name="scientist";
      texture="\fml_civilians\faces\scientist.paa";
      east=1;
      west=1;
   };

        class Dodpolice
   {
      name="dodpolice";
      texture="\fml_civilians\faces\dodpolice.paa";
      east=1;
      west=1;
   };

//woman faces


class blonde
   {
      name="blonde";
      texture="\fml_civilians\faces\blonde.pac";
      east=1;
      west=1;
                woman=1;
   };




class blonde1
   {
      name="blonde1";
      texture="\fml_civilians\faces\blonde1.pac";
      east=1;
      west=1;
                woman=1;
   };





class brunette
   {
      name="brunette";
      texture="\fml_civilians\faces\brunette.pac";
      east=1;
      west=1;
                woman=1;
   };




};


class CfgFaceWounds
{
   access=1
   wounds[]={"\fml_civilians\faces\blonde.pac","\fml_civilians\faces\blonde_d.pac","\fml_civilians\faces\blonde1.pac","\fml_civilians\faces\blonde1_d.pac","\fml_civilians\faces\brunette.pac","\fml_civilians\faces\brunette_d.pac","\o\char\faceR01.paa","\o\char\faceR01_d.pac","\o\misc\eva.pac","\o\misc\eva_d.pac","\o\misc\kamila.pac","\o\misc\kamila_d.pac","\o\misc\lada.pac","\o\misc\lada_d.pac","\o\misc\lucie.pac","\o\misc\lucie_d.pac","\o\misc\marketa.pac","\o\misc\marketa_d.pac","\o\misc\nada.pac","\o\misc\nada_d.pac","xicht_a.paa","xicht_a_zranen","xicht_b.paa","xicht_a_zranen","xicht_c.paa","xicht_a_zranen","xicht_d.paa","xicht_a_zranen","xicht_e.paa","xicht_e_zranen","xicht_f.paa","xicht_a_zranen","xicht_g.paa","xicht_a_zranen","xicht_h.paa","xicht_a_zranen","xicht_i.paa","xicht_a_zranen","xicht_j.paa","xicht_a_zranen","xicht_k.paa","xicht_a_zranen","xicht_l.paa","xicht_a_zranen","xicht_m.paa","xicht_a_zranen","xicht_n.paa","xicht_a_zranen","xicht_o.paa","xicht_o_zranen","xicht_p.paa","xicht_a_zranen","xicht_q.paa","xicht_a_zranen","xicht_r.paa","xicht_a_zranen","xicht_s.paa","xicht_a_zranen","xicht_t.paa","xicht_a_zranen","xicht_u.paa","xicht_a_zranen","xicht_v.paa","xicht_v_zranen","xicht_w.paa","xicht_w_zranen","xicht_x.paa","xicht_a_zranen","xicht_y.paa","xicht_a_zranen","xicht_z.paa","xicht_a_zranen","xicht_2a.paa","xicht_a_zranen","xicht_2b.paa","xicht_w_zranen","xicht_2c.paa","xicht_a_zranen","xicht_2d.paa","xicht_v_zranen","xicht_2e.paa","xicht_a_zranen","xicht_2f.paa","xicht_a_zranen","xicht_2g.paa","xicht_w_zranen","xicht_2h.paa","xicht_a_zranen","xicht_2i.paa","xicht_a_zranen","xicht_2j.paa","xicht_a_zranen","xicht_2k.paa","xicht_a_zranen","xicht_2l.paa","xicht_a_zranen","xicht_2m.paa","xicht_a_zranen","xicht_2n.paa","xicht_a_zranen","xicht_2o.paa","xicht_a_zranen","xicht_2p.paa","xicht_2p_zranen","xicht_2q.paa","xicht_a_zranen","xicht_2r.paa","xicht_e_zranen","xicht_2s.paa","xicht_a_zranen","xicht_2t.paa","xicht_a_zranen","xicht_2u.paa","xicht_a_zranen","xicht_2v.paa","xicht_a_zranen","xicht_2w.paa","xicht_w_zranen","xicht_2x.paa","xicht_a_zranen","xicht_2y.paa","xicht_a_zranen","xicht_2z.paa","xicht_a_zranen"};
};


class CfgGlasses
{
   class roundGlasses
        {
      name="Round Glasses";
      texture="\fml_civilians\tex\roundglasses.paa";
   }   
   class rayban
        {
      name="Rayban";
      texture="\fml_civilians\tex\rayban.paa";
   }   
   
}

class CfgManActions {};


class CfgMovesMC
{
   class Default {};
   class DefaultDie: Default {};
   class StandBase: Default {};
   class States {

      class Bless: StandBase
      {
         actions = StandSaluteActions;
         file="\fml_civilians\anims\bless.rtm";
         speed = -4.0;
         looped = false;
         soundEnabled = false;
         connectFrom[] = {Stand,1};
         interpolationSpeed=2;
         interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};                  
      };


                class Pray: StandBase
      {
         actions = StandSaluteActions;
         file="\fml_civilians\anims\pray.rtm";
         speed = -1.0
         looped = 0;
         soundEnabled = false;
         connectFrom[]={Stand,1};
         interpolationSpeed=2;
         interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};
      };

                class Pray1: StandBase
      {
         actions = StandSaluteActions;
         file="\fml_civilians\anims\pray1.rtm";
         speed = -1.0
         looped = 0;
         soundEnabled = false;
         connectFrom[]={Stand,1};
         interpolationSpeed=2;
         interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};
      };

                class Think: StandBase
      {
         actions = StandSaluteActions;
         file="\fml_civilians\anims\think.rtm";
         speed = -1.0
         looped = 0;
         soundEnabled = false;
         connectFrom[]={Stand,1};
         interpolationSpeed=2;
         interpolateTo[]={StandDying,0.1,StandDyingVer2,0.1};
      };

               

               
   };
};

// ****************************************************************************
//
// UNIT GROUPS (FOR EDITOR PURPOSE ONLY)
//


class CfgGroups
{
   class East
   {
      name="East"

      class ZG2
      {
         name="Zombies (FML)";

         class ZombieGroup2
         {
            name="Group of FML Civilian zombies";
         class Unit0{name="1";side=TEast;vehicle="z_priest1";rank="Lieutnant";position[]={0,0,0};};
         class Unit1{name="2";side=TEast;vehicle="z_Farmer";rank="Sergeant";position[]={-8,-3,0};};
         class Unit2{name="3";side=TEast;vehicle="z_nurse";rank="Sergeant";position[]={-6,-3,0};};
         class Unit3{name="4";side=TEast;vehicle="z_Girl";rank="Corporal";position[]={-4,-3,0};};
         class Unit4{name="5";side=TEast;vehicle="z_security";rank="Corporal";position[]={-2,-3,0};};
         class Unit5{name="6";side=TEast;vehicle="z_Girl1";rank="Corporal";position[]={0,-3,0};};
         class Unit6{name="7";side=TEast;vehicle="z_priest";rank="Private";position[]={2,-3,0};};
         class Unit7{name="8";side=TEast;vehicle="police2";rank="Private";position[]={4,-3,0};};
         Â Â Â         class Unit8{name="9";side=TEast;vehicle="z_Medic";rank="Private";position[]={6,-3,0};};
         };
      };  
   
    };

};


Edit: Didn't solve this yet but i've been trying and my dammaged faces textures only work if i change the main game config in a mod folder and add
my own dammaged faces into class CfgFaceWounds. I've noticed that the BIS res wound face textures were set as well , not in o.pbo config but
in the main config, for the same reason , probably.  This way is prob no use of create my own CfgFacewounds class in my addon pbo, d**n
If anyone knows how too, please reply to this topic.
« Last Edit: 23 Apr 2005, 13:10:41 by MIG »

Offline remcen

  • Contributing Member
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  • a.k.a. hottentotten_mike
    • IM:UC
Re:Problem with new faces wound textures
« Reply #1 on: 24 Apr 2005, 00:59:22 »
say, have you tried to make a subclass of cfgfacewounds with your own textures yet? it would inherit the existing values and yours would be added. i mean i've  never tried that so this is just a guess and perhaps i'm talking complete rubbish here ... perhaps ofp ignores it cos it's only a subclass and not separately defined as wound texture in the cfgvehicle section of your addon, but why shouldn't give it a try? (if you haven't yet;))

edit: please edit your post, man,  i don't have a 4096x3073 screen ;D
« Last Edit: 24 Apr 2005, 01:01:52 by remcen »
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Offline MIG

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  • *
  • Cuidado, estou de muito mau humor...
    • Operation Farmland
Re:Problem with new faces wound textures
« Reply #2 on: 25 Apr 2005, 15:19:37 »
say, have you tried to make a subclass of cfgfacewounds with your own textures yet? it would inherit the existing values and yours would be added. i mean i've  never tried that so this is just a guess and perhaps i'm talking complete rubbish here ... perhaps ofp ignores it cos it's only a subclass and not separately defined as wound texture in the cfgvehicle section of your addon, but why shouldn't give it a try? (if you haven't yet;))

edit: please edit your post, man,  i don't have a 4096x3073 screen ;D

Already try it but no way  ;)