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Author Topic: Where are helmets and hats located?  (Read 2255 times)
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Rod
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« Reply #15 on: April 09, 2012, 07:09:27 AM »

I used my only copy for the CORE file HAHAHAHA Let me rebuild it-if it doesn't work I'll send it tomorrow.
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Flashburn
Generalfeldmarschall
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« Reply #16 on: April 09, 2012, 07:47:45 AM »

LOL, I did that once as well..........  Tongue  Thats why I have 2 installs now.  Royal pita. 
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Rod
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« Reply #17 on: April 11, 2012, 07:56:14 AM »

Flashburn-I PM'd you. Below is a body of the edit.  I uploaded a CORE folder I made. Updates okay into the game-you see the mod (Iraqi helmets on Russian enlisted)then in 2 minutes the dreaded oo1 error. Everyone gets helmets except tankers and officers.


Code:
//Cfgp2Pd auto converter

sa_tank_crew=()
{
type[*] = INF;
mesh[s] = sa_tankman;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 60;
RGD5, 2;

} //endof shells

addins[ssb]()
{
SA_THELMET, head2, false;
HAMMER, 2hands_shell, true;

} //endof addins

} //endof sa_tank_crew

sa_inf_officer=()
{
type[*] = COM;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
SA_CAP, head2, false;

} //endof addins

} //endof sa_inf_officer

sa_inf_agunner=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
AKM, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 120;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_SHOVEL, shovel, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_agunner

sa_inf_mgunner=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 5;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPK, 0;
RGD5, 0;

} //endof weapons

shells[su]()
{
762_AP, 160;
RGD5, 1;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_mgunner

sa_inf_rpg=()
{
type[*] = ATR;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 7;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_rpg;
command[f] = 10;
speeds[v] = 4, 7, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
RPG7, 0;

} //endof weapons

shells[su]()
{
PG7, 6;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;
R_FLASK, flask, false;

} //endof addins

} //endof sa_inf_rpg

sa_inf_sniper=()
{
type[*] = HINF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 3;
vis_factor[f] = 0.25;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;

weapons[su]()
{
SVD, 0;

} //endof weapons

shells[su]()
{
762_APP, 30;

} //endof shells

addins[ssb]()
{
IQ_HELMET, head2, false;

} //endof addins

} //endof sa_inf_sniper

sa_pilot1=()
{
type[*] = INF;
mesh[s] = sa_soldier;
mass[f] = 80;
effect[f] = 1;
vis_factor[f] = 0.5;
anim_table[s] = soldier;
speech[s] = speech_rus_af;
links[s] = links_regular;
command[f] = 10;
speeds[v] = 5, 12, 0, 0;
ostov_type[s] = tabs\bodys_mtc80.cfgpack, sahum_body*;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

shells[su]()
{
762_AP, 14;

} //endof shells

addins[ssb]()
{
SAR_THELMET, head2, false;
R_PGLASS, glasses, false;

} //endof addins

} //endof sa_pilot1
« Last Edit: April 11, 2012, 08:52:14 AM by Rod » Logged
Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #18 on: April 11, 2012, 09:31:28 AM »

Ill take a look, but probably around 18 hours from now.    Cry
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Generalfeldmarschall
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Posts: 1319



« Reply #19 on: April 11, 2012, 09:50:34 AM »

Oh, nearly forgot to ask....are you runnning vanilla game or with mods.  If mods it can cause conflicts with stuff. 


Man I must be tired.  I see the problem.  Starting in March beta 1 patch Andrey changed weapon rounds from everything being 7.62ap to more specific types.  For Soviets in post war times it is of course 7.62 x 39 mm until late 70s/80s when replaced.  Why am I writing that crap.  TIRED.

ok, you need to get the same file out of dev updates tabs.  it will have all the changes.  IE the right ammo after march beta  Grin.  That is why it is crashing.  Just copy paste your changes to new file and you should be good.
« Last Edit: April 11, 2012, 09:56:21 AM by Flashburn » Logged
Rod
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« Reply #20 on: April 11, 2012, 02:25:15 PM »

Okay will do it tonight. Hmm maybe I did get these out BEFORE I added the latest BETA patches. This is what happens when you do this stuff into the night BLECH it's da little things.
Software is like hahaha ammo-it's the tolerances.
« Last Edit: April 11, 2012, 02:28:20 PM by Rod » Logged
Rod
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Posts: 75


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« Reply #21 on: April 11, 2012, 02:55:28 PM »

 Grin Yuppers-Thank God for Winmerge. I was taking the tabs form the base Game file not from updates. Off to work-will mod to night. GEEZ you'd have thought the TAB files in the GAME would be the latests buttttt nnoooooooooooo! You have to go in the CORE file and get tabs out of

C:\Program Files\Steel Armor\CORE\shared\packed_data

Play test it tonight. Thanks, Amigo! Grin Grin Grin Grin Grin

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Kyth
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« Reply #22 on: April 12, 2012, 03:28:55 AM »

Don't install your game in 'Program Files',
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Rod
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« Reply #23 on: April 12, 2012, 03:48:42 AM »

Even with XP? Curious- why would it make a difference? Huh
« Last Edit: April 12, 2012, 03:50:45 AM by Rod » Logged
Kyth
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« Reply #24 on: April 12, 2012, 03:57:36 AM »


Even with XP? Curious- why would it make a difference? Huh

It's okay in XP, I suppose.

For anything later than that, there are some well-documented "features" that tend to crop up:

http://graviteam.com/forum/index.php?topic=10219.0
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #25 on: April 12, 2012, 03:59:32 AM »

Its been a MEGA issue with allowing updates of Graviteam games.  But as far as I know its mainly a win7 64bit issue?  If you where able to install updates to directory you *should* be fine.  If funky things happen..........well its probably this.  LOL


Ya what he said.   Tongue
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Rod
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« Reply #26 on: April 12, 2012, 04:06:54 AM »

Thanks both for a prompt reply. I'll reinstall in C Drive-Not C\Program.

It crashed again even though I followed your edit and substitution Flashburn and did see differences per the ammo comments you made in the flles when comparing.
« Last Edit: April 12, 2012, 04:10:02 AM by Rod » Logged
Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #27 on: April 12, 2012, 05:12:18 AM »

Somewhere its referencing ammo types that are no longer correct..... Royal pain in the arse but if mission starts for a bit then crashes.  This is almost always what it is. 
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Rod
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« Reply #28 on: April 12, 2012, 06:19:32 AM »

I played with for about an hour and gave it a rest-just playing the game for now. Taking a break from trying to mod. For me-and speaking for myself only-the Game is fun the tweaking is not.

There are 2 tabs.flatdata files in the game -I tried modifying the sa_hum_base.loc_def.engcfg2 in both-still crashes.

And mind you-I did reinstall in my C Drive and it's patched up to the latest beta. I test it in a Quick Battle.
« Last Edit: April 12, 2012, 06:25:56 AM by Rod » Logged
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Generalfeldmarschall
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Posts: 1319



« Reply #29 on: April 12, 2012, 06:48:04 AM »

You can post your cfg file again and I should be able to fix it.
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