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Author Topic: Where are helmets and hats located?  (Read 25913 times)
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Rod
Oberstleutnant
*****
Posts: 117


« 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
Oberstleutnant
*****
Posts: 117


« 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
Generalfeldmarschall
*****
Posts: 2044


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

Don't install your game in 'Program Files',
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"What am I, chopped liver..?"

"Yes."
Rod
Oberstleutnant
*****
Posts: 117


« 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
Generalfeldmarschall
*****
Posts: 2044


« 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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"What am I, chopped liver..?"

"Yes."
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« 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
Oberstleutnant
*****
Posts: 117


« 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
*****
Posts: 2412



« 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
Oberstleutnant
*****
Posts: 117


« 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
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« 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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Rod
Oberstleutnant
*****
Posts: 117


« Reply #30 on: April 12, 2012, 07:21:08 AM »

2 flavors-both crash with Error 001 after about a minute -the only difference I could see was the ammo as you pointed out.
Game is on XP loaded in  my C drive-NOT Programs
One infantry man has in unpatched and patched code R_SHOVEL, shovel, false;
listed under addins[ssb](). Does he need it? I don't recall seeing this in the IRAQI soldier file.
I appreciate your offer-but your going through the Stations of the Cross from what I read at SimHQ so don't spend too much time.

Unpatched game


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


Patched game
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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 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;
carry_mass[f] = 1.15;

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

} //endof weapons

shells[su]()
{
762_39, 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;
carry_mass[f] = 1.3;

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;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

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

} //endof shells

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

} //endof addins

} //endof sa_pilot1
« Last Edit: April 12, 2012, 07:27:23 AM by Rod » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #31 on: April 12, 2012, 07:51:36 AM »

dont see anything wrong with that.  I did just for the heck of it added in helmets to my copy of march beta 2 patch.

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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 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;
GREN_TR, 0;

} //endof weapons

shells[su]()
{
762_39, 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;
carry_mass[f] = 1.15;

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

} //endof weapons

shells[su]()
{
762_39, 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;
carry_mass[f] = 1.3;

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;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

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

} //endof shells

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

} //endof addins

} //endof sa_pilot1




So if its not that, what PATH of folders for addons is it going into?
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Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #32 on: April 12, 2012, 07:56:01 AM »

Ok, so for your addon files (with addpack deal) the folder path should go folders....

addon name (your helmet mod)>>>shared (your addpack file goes next to shared folder)>>>packed data>>>Your changed flatdata file. 

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Rod
Oberstleutnant
*****
Posts: 117


« Reply #33 on: April 12, 2012, 09:05:18 AM »

Did it work in your game? It didn't crash?
Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #34 on: April 12, 2012, 09:19:13 AM »

No, didnt pack it up.  I certainly could but been working on a little G-3 project. 

Ok yes, tested and works.  I might addwithout their head sticking thru helmet which is what happens when you stick default on Angola head.  Ask me how I know that........and how to fix it.
« Last Edit: April 12, 2012, 09:53:34 AM by Flashburn » Logged

Yabba dabba do
Rod
Oberstleutnant
*****
Posts: 117


« Reply #35 on: April 12, 2012, 04:00:20 PM »

Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....

I've modded a few games.  Right now it's just too difficult in this game. There I said it.
I'll just play the game. Thanks.
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whukid
Generalfeldmarschall
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Posts: 1016



« Reply #36 on: April 12, 2012, 05:58:15 PM »

Well I'm not doing this mod for now. I even packed it into a FLATDATA file for the last patch. Result no Helmets-just soft caps and more frustration. I'll wait till the modding experience matures for Steel Armor-or better mod tools/process shows up. Why unpacking is so simple and repacking has to be ....

I've modded a few games.  Right now it's just too difficult in this game. There I said it.
I'll just play the game. Thanks.

mod the updated files and create your own desc.addpack
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Generalfeldmarschall
*****
Posts: 2412



« Reply #37 on: April 13, 2012, 12:26:48 AM »

File structure under for add pack is more than likly wrong.  POst a pic of your file structure.  the ONLY thing you need is a right path and SA_human (whatever its called) in packed up in flat data file.  Your file itself looks right.  The only other thing that can be wrong is that. 
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Rod
Oberstleutnant
*****
Posts: 117


« Reply #38 on: April 14, 2012, 09:25:59 AM »

Well 10 minutes into a QuickBattle and no crash and I suspect (fingers crossed) it won't. I edited the helmets on the infantry only NOT the sniper (and tankers and officers)-and here's the weird part I exchanged Irag soldier bodies for the one I put Iraqi helmets on. I made it FLAT -but the weird part is when I UNFLATTENED the file to check-there was no reference to Iragi or Soviet Bodies on ANY of the ostov_type in the file. And the original helmet mod I saw was in December-no telling what was altered in the patches causing a crash.  I really hope this is the end of this helmet mod. Now I'm off to put the GAZ66 in the Iraqi Encyclopedia-I know they have them-I wasted some in the campaign. Baby steps. That should be simple   :^/

So to recap I altered helmets and bodies-but the game gave me the helmets but altered the file.

ORIGINAL CODE LINE-EVERYONE
Code:
ostov_type[s]	= tabs\bodys_mtc80.cfgpack, sahum_body*;


MY EDIT OF CODE -ONLY WITH IRAQI HELMETS
Code:
ostov_type[s]	= tabs\bodys_mtc80.cfgpack, iqhum_body*;


Mod code that got altered in game-EVERYONE
Code:
ostov_type[s]	= tabs\bodys_mtc80.cfgpack;


Code that worked was this

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;
voices[u] = 8;

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

} //endof weapons

shells[su]()
{
762_39, 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;
hum_params[v] = 1.5, 0, 0, 0;
voices[u] = 8;
radio[b] = true;

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

} //endof weapons

shells[su]()
{
762_39, 120;
RGD5, 1;
RKG3, 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;
voices[u] = 8;

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

} //endof weapons

shells[su]()
{
762_39, 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;
voices[u] = 8;
carry_mass[f] = 1.15;

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

} //endof weapons

shells[su]()
{
762_39, 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;
voices[u] = 8;
carry_mass[f] = 1.3;

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;
voices[u] = 8;
hum_params[v] = 1.3, 0, 0, 0.4;
radio[b] = true;
carry_mass[f] = 0.75;

weapons[su]()
{
SVD, 0;

} //endof weapons

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

} //endof shells

addins[ssb]()
{
SA_CAP, 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;
voices[u] = 8;

weapons[su]()
{
TT33, 0;

} //endof weapons

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

} //endof shells

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

} //endof addins

} //endof sa_pilot1





I'm happy

« Last Edit: April 14, 2012, 09:46:13 AM by Rod » Logged
Flashburn
Generalfeldmarschall
*****
Posts: 2412



« Reply #39 on: April 14, 2012, 02:14:43 PM »

Well they do if you where playing crescent moon......... Tongue
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