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Thread: Updating configs of arma 1 units to arma 2

  1. #1

    Updating configs of arma 1 units to arma 2

    hey all, i received a package of sci-fi units and was told that if I could fix them then I could use them myself, i managed to fix the error making arma 2 crash when I launched them but the issue i am having now is that they aren't showing up anywhere in the editor, so i guess i have to figure out how to make them show up there,

    does anyone have any tips on this? also here is the code for the first unit i am working on, thank you all !

    Code:
    class CfgPatches
     {
    class CW_giantant
    {
    units[] = {};
    weapons[] = {};
    requiredVersion = 0.1;
    };
    };
    class CfgSkeletons 
    {
    	class gray_arma2Skeleton
    	{
    		isDiscrete=0;
    		skeletonInherit="";
    		skeletonBones[]=
    		{
    			"pelvis","",
    				"spine", "pelvis",
    					"spine1", "pelvis",
    						"spine2", "spine1",
    							"spine3", "spine2",
    								"neck1", "spine3",
    									"neck", "spine3",
    										"head", "neck",
    
    											"LLip", "head",
    											"Eyelids", "head",
    											"lBrow", "head",
    											"mBrow", "head",
    											"rBrow", "head",
    											"lMouth", "head",
    											"mMouth", "head",
    											"rMouth", "head",
    
    								"Leftshoulder", "spine3",
    									"LeftArm", "Leftshoulder",
    										"Leftarmroll", "LeftArm",
    											"LeftForearm", "LeftArm",
    												"Leftforearmroll", "LeftForearm",
    													"lWrist", "LeftForearm",
    														"LeftHand", "LeftForearm",
    
    															"LeftHandThumb1", "LeftHand",
    															"LeftHandThumb2", "LeftHandThumb1",
    															"LeftHandThumb3", "LeftHandThumb2",
    
    															"LeftHandIndex1", "LeftHand",
    															"LeftHandIndex2", "LeftHandIndex1",
    															"LeftHandIndex3", "LeftHandIndex2",
    
    															"LeftHandMiddle1", "LeftHand",
    															"LeftHandMiddle2", "LeftHandMiddle1",
    															"LeftHandMiddle3", "LeftHandMiddle2",
    
    															"LeftHandRing", "LeftHand",
    															"LeftHandRing1", "LeftHandRing",
    															"LeftHandRing2", "LeftHandRing1",
    															"LeftHandRing3", "LeftHandRing2",
    
    															"LeftHandPinky1", "LeftHand",
    															"LeftHandPinky2", "LeftHandPinky1",
    															"LeftHandPinky3", "LeftHandPinky2",
    
    								"Rightshoulder", "spine3",
    									"RightArm", "Rightshoulder",
    										"Rightarmroll", "RightArm",
    											"RightForearm", "RightArm",
    												"Rightforearmroll", "RightForearm",
    													"rWrist", "RightForearm",
    														"RightHand", "RightForearm",
    
    															"RightHandThumb1", "RightHand",
    															"RightHandThumb2", "RightHandThumb1",
    															"RightHandThumb3", "RightHandThumb2",
    
    															"RightHandIndex1", "RightHand",
    															"RightHandIndex2", "RightHandIndex1",
    															"RightHandIndex3", "RightHandIndex2",
    
    															"RightHandMiddle1", "RightHand",
    															"RightHandMiddle2", "RightHandMiddle1",
    															"RightHandMiddle3", "RightHandMiddle2",
    
    															"RightHandRing", "RightHand",
    															"RightHandRing1", "RightHandRing",
    															"RightHandRing2", "RightHandRing1",
    															"RightHandRing3", "RightHandRing2",
    
    															"RightHandPinky1", "RightHand",
    															"RightHandPinky2", "RightHandPinky1",
    															"RightHandPinky3", "RightHandPinky2",
    
    				"lfemur", "pelvis",
    					"Leftupleg", "pelvis",
    						"Leftuplegroll", "Leftupleg",
    							"Leftleg", "Leftupleg",
    								"Leftlegroll", "Leftleg",
    									"Leftfoot", "Leftleg",
    										"Lefttoebase", "Leftfoot",
    
    				"rfemur", "pelvis",
    					"Rightupleg", "pelvis",
    						"Rightuplegroll", "Rightupleg",
    							"Rightleg", "Rightupleg",
    								"Rightlegroll", "Rightleg",
    									"Rightfoot", "Rightleg",
    										"Righttoebase", "Rightfoot",
    
    				"slot_buttpack", "pelvis",
    				"slot_backwpnl", "pelvis",
    				"slot_backwpnr", "pelvis",
    				"slot_backpack", "pelvis",
    				"slot_patrolwpn", "pelvis",
    
    				"launcher", "",
    				"weapon", "",
    				"camera", ""
    		};
    	};
    };
    class CfgMovesMaleSdr;
    class gray_PeopleMoves : CfgMovesMaleSdr
    {
    	skeletonName = "gray_arma2Skeleton";
    	collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c", "1f", "2f", "3f", "4f", "5f", "6f", "7f", "8f"};
    	collisionGeomCompPattern[] = {1, 3, 6};
    };
    class CfgModels
    {
    	class gray_Head
    		{
    		skeletonName="gray_arma2Skeleton";
    		sections[]={"osobnost","brejle"};
    		sectionsInherit="";
    		};
    	class gray_Person
    		{
    		skeletonName="gray_arma2Skeleton";
    		sections[]={"head_injury","body_injury","l_arm_injury","r_arm_injury","l_leg_injury","r_leg_injury","medic","zasleh"};
    		sectionsInherit="gray_Head";
    		};
    	class gray_arma2Skeleton:gray_Person{};
    	class gray:gray_Person{};
    };
    
    
    class CfgVehicles
    {
    
    };
    	access = 1;
    	class All;
    	class Thing;
    	/*extern*/ class SoldierGB;
    	 class CW_giantant: SoldierGB
     {
    
    };
      vehicleClass = "Colonel_well";
      moves = "gray_PeopleMoves";
      model = "\CW_giantant\gray.p3d";
      weapons[] = {};
      magazines[] = {};
      displayName = "GiantAnt";
      armor = 90;
      class eventhandlers
      {
       init = "_this exec ""\CW_giantant\ZOmbieinit.sqs""";
      };

  2. #2
    Use Search, theres lots of threads about the major problems of converting units. SOme are old.

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