Reyhard/Sandbox/Character Gear Creation/Headgear/Prefab Configuration – User
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== Creating Prefab == | == Creating Prefab == | ||
First step in this process will be [[Arma Reforger:Data Modding Basics#Using .22Inherit in....22 function|inheriting]] '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Headgear_Base.et|Headgear_Base.et}}''' or [[Arma Reforger:Data Modding Basics#Using .22Duplicate to....22 function|duplicate one of existing helmets]] like '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/HeadGear/Helmet_PASGT_01/Helmet_PASGT_01.et|Helmet_PASGT_01.et}}'''. When inheriting from '''{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Core/Headgear_Base.et|Headgear_Base.et}}''', few more steps will be required but those are listed later. Because of that, it might be '''faster & simpler''' to duplicate some prefab.{{Feature|informative|In this article, [[Arma_Reforger:Resource_Manager:_Options#Register_.22enfusion:.2F.2F.22_protocol|'''Enfusion links''']] are used. With those links it is possible to open specific resource just by simply clicking on that link. Enfusion links '''has to be manually activated in Workbench options''' (Workbench -> Options -> Workbench -> Register "enfusion://" protocol) before it can be used]}} | |||
{{Feature|informative|In this article, [[Arma_Reforger:Resource_Manager:_Options#Register_.22enfusion:.2F.2F.22_protocol|'''Enfusion links''']] are used. With those links it is possible to open specific resource just by simply clicking on that link. Enfusion links '''has to be manually activated in Workbench options''' (Workbench -> Options -> Workbench -> Register "enfusion://" protocol) before it can be used]}} | |||
=== Tweaking BaseLoadoutClothComponent === | === Tweaking BaseLoadoutClothComponent === | ||
Once you have new prefab for your helmet, open it in for example '''[[Arma Reforger:Prefabs Basics#Prefab edit mode|Prefab Edit Mode]]''' and start with tweaking things located in '''BaseLoadoutClothComponent''' | |||
* Enable '''PhysicsOnWearEnabled''' & '''AnimateCollidersOnWear''' properties | * Enable '''PhysicsOnWearEnabled''' & '''AnimateCollidersOnWear''' properties | ||
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* Assign worn model to '''WornModel''' | * Assign worn model to '''WornModel''' | ||
* Change '''SoundInt''' parameter to '''120''' | * Change '''SoundInt''' parameter to '''120''' | ||
** | ** This parameter is responsible for additional sounds that are being played certain type of headgear is worn. For instance if you wear harness, you can hear some extra metal rattle when moving through the landscape. See [[Arma Reforger:Character SoundInfo Signals Reference|Character SoundInfo Signals Reference]] page for more info | ||
If you inherited from '''Headgear_Base.et''' prefab, then you would also need to tweak following things | If you inherited from '''Headgear_Base.et''' prefab, then you would also need to tweak following things | ||
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** Changes the sound which is being played when item is placed on the ground | ** Changes the sound which is being played when item is placed on the ground | ||
* Tweaking position of default action context | * Tweaking position of default action context | ||
{{Messagebox|'''Tip''': You can find details how to create variants of headgear with different material on [[Arma_Reforger:Faction_Creation#Retexturing_existing_equipment|following page]].|✩|#88cc88}} | |||
== Inventory Configuration == | == Inventory Configuration == | ||
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== Testing & Diags == | == Testing & Diags == | ||
Diag | |||
Physics -> Show bodies | |||
Physics -> Show layer -> Fire | |||
Physics -> Show simulation state |
Revision as of 16:09, 7 August 2023
Prefab Setup
Creating Prefab
First step in this process will be inheriting Headgear_Base.et or duplicate one of existing helmets like Helmet_PASGT_01.et. When inheriting from Headgear_Base.et, few more steps will be required but those are listed later. Because of that, it might be faster & simpler to duplicate some prefab.
Tweaking BaseLoadoutClothComponent
Once you have new prefab for your helmet, open it in for example Prefab Edit Mode and start with tweaking things located in BaseLoadoutClothComponent
- Enable PhysicsOnWearEnabled & AnimateCollidersOnWear properties
- Assign item model to ItemModel in BaseLoadoutClothComponent & to property Object in MeshOjbect component
- Assign worn model to WornModel
- Change SoundInt parameter to 120
- This parameter is responsible for additional sounds that are being played certain type of headgear is worn. For instance if you wear harness, you can hear some extra metal rattle when moving through the landscape. See Character SoundInfo Signals Reference page for more info
If you inherited from Headgear_Base.et prefab, then you would also need to tweak following things
- Change AreaType parameter in BaseLoadoutClothComponent to LoadoutHeadCoverArea
- This will tell the game that this item should be assigned to head gear slot in inventory menu
- Tweaking drop item sound (SCR_SoundDataComponent) to Items_Drop_Helmet.acp
- Changes the sound which is being played when item is placed on the ground
- Tweaking position of default action context
Inventory Configuration
Configuring inventory properties
- Name
- Size
- Preview image
Adding to Arsenal
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Crate_Filling
Testing & Diags
Diag
Physics -> Show bodies
Physics -> Show layer -> Fire
Physics -> Show simulation state