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Meatball0311

How to use two make WMARPAT and WMARPAT units?

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I want to have DMARPAT and WMARPAT Marines, do I need to have seperate models for DMARPAT texture units and WMARPAT texture units? Or is there an easier way like using a hiddenselection or something? and if so how do I do this? Thanks!

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Sorry for the confusing question title... made a typo :o

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No, if BI Has Set them up with the Hidden Selections then you just need this:

 class NAME : INHERITEDCALSS {
	hiddenSelections[] = {"camo1", "camo2"}; // Might be Differnt
	hiddenSelectionsTextures[] = {"TEXTURE PATHWAY", "TEXTURE PATHWAY"};
};

Or something like it and it should work, BI uses the Selections "Camo", "Camo0", "Camo1" etc...

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Your own p3d's?

Then yes. "Hidden" sections can have any texture reassigned (well almost any)

In O2 name the section thats to be "hidden". Something like "camo1"

If your soldiers have more than 1 texture to "hide" the name each, "camo2" camo3" etc

Do this for every LOD

Easy way;

- Control+DoubleClick texture in "List of Textures"

- Then name that highlight

Then each "copied" soldier can have its own texture.

Below is an example for BIS Cow. Its only covered by 1 texture.

class Cow: CAAnimalBase
{
	scope = 0;
	displayName = "Cow";
...
...
...
	hiddenSelections[] = {"Camo"};
...
...
...
	model = "ca\Animals_E\cow\cow";
};
class Cow01: Cow
{
	scope = 2;
	accuracy = 1000;
	displayName = "Cow (Brown/White)";
	hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow_co.PAA"};
	model = "ca\Animals_E\cow\cow";
};
class Cow02: Cow01
{
	displayName = "Cow (Brown)";
	hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow2_co.PAA"};
	model = "ca\Animals_E\cow\cow";
};
class Cow03: Cow01
{
	displayName = "Cow (Black)";
	hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow3_co.PAA"};
	model = "ca\Animals_E\cow\cow";
};
class Cow04: Cow01
{
	displayName = "Cow (Black/White)";
	hiddenSelectionsTextures[] = {"ca\animals2\cow\data\cow4_co.PAA"};
	model = "ca\Animals_E\cow\cow";
};

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Hmmmm... strange. I got it working last night by doing this:

1. Added two selections in CfgModel:

class ArmaMan : Default {
	sections[] = {"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "clan", "clan_sign", "Camo", "CamoB", [color="Red"][b]"dmarpat", "wmarpat"[/b][/color]};
	skeletonName = "OFP2_ManSkeleton";
};

2. Added two named selections (dmarpat, wmarpat) in each units LOD 1.000 - 4.000 and View Pilot

3. Added this to my config:

class mar_msot_[b][color="Red"]base[/color][/b] : FR_Assault_R {
	scope = 0; // private base class
 		canHideBodies = 1;
	vehicleClass = "mar_inf_msot";
	identityTypes[] = {"Language_EN_EP1", "MSOT", "PVS14UP"};
	icon = "\mar_inf_marines\data\msot\characters\icon\i_msot_cmd_ca.paa";
	canCarryBackPack = 1;
	attendant = 1;
	backpack = "";
	hiddenSelections[] = {
		"dmarpat",
		"wmarpat"
	};
	hiddenSelectionsTextures[] = {
		"\mar_inf_marines\data\msot\units\dmarpat\mar_msot_tex1_co.paa",
		"\mar_inf_marines\data\msot\units\wmarpat\mar_msot_wtex1_co.paa"
	};	

	class HitPoints : HitPoints {
		class HitHead : HitHead {
			armor = 0.6;
		};
	};
};

4. For the units that I want to have DMARPAT I added this to confg:

class mar_dmsot_cmd : mar_msot_base {
 		scope = 2;
 		rank=CAPTAIN;
 		displayName = "MSOT Commander DMARPAT (0-3)";
 		model = "\mar_inf_marines\data\msot\units\dmarpat\mar_dmsot_cmd";
 		portrait =  "\mar_inf_marines\data\msot\characters\portrait\inf_msot_cmd_portrait_ca";
 		picture = "\mar_inf_marines\data\msot\characters\picture\i_captain_ca.paa";
 		icon = "\mar_inf_marines\data\msot\characters\icon\i_msot_cmd_ca.paa";
 		backpack = "mar_Daypack_Assault_Load_CMD";
 		weapons[] = {"SCAR_L_STD_EGLM_RCO","PVS14","Binocular_Vector","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","glock17_EP1"};
 		magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","HandGrenade_West","SmokeShellRed","17Rnd_9x19_glock17","17Rnd_9x19_glock17"};
 		respawnWeapons[] = {"SCAR_L_STD_EGLM_RCO","PVS14","Binocular_Vector","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","glock17_EP1"};
 		respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","1Rnd_HE_M203","HandGrenade_West","SmokeShellRed","17Rnd_9x19_glock17","17Rnd_9x19_glock17"};

	hiddenSelections[] = {
		"dmarpat"
	};
	hiddenSelectionsTextures[] = {
		"\mar_inf_marines\data\msot\units\dmarpat\mar_msot_tex1_co.paa"
	};	
	};

and that I want WMARPAT:

class mar_wmsot_cmd : mar_dmsot_cmd {
 		displayName = "MSOT Commander WMARPAT (0-3)";

	hiddenSelections[] = {
		"wmarpat"
	};
	hiddenSelectionsTextures[] = {
		"\mar_inf_marines\data\msot\units\wmarpat\mar_msot_wtex1_co.paa"
	};
};

This is working fine for me....

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Gnat;1981387']? ...... yes' date=' that in principle was what I outlined above.[/quote']

Thanks friend! :dancehead:

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