nykolha 10 Posted December 19, 2013 hello, i tried to make a little characters retexturing mod with my own noqh, smdi, as and ti_ca but i dont know how to make. I had a .rvmat and a "b_soldier_01" (extract from "characters_f.pbo"). When i open it with O2 i had an error "unabled to load binarized version of the p3d...". I had read lot of tuto but im still stuck with this problem. Can you help me ? Sorry for my bad english :) Share this post Link to post Share on other sites
PuFu 4600 Posted December 19, 2013 all A3 .p3ds are binarized (locked). Hidden selection is the way to go when it comes to retextures. Share this post Link to post Share on other sites
Tejkr 13 Posted December 22, 2013 Ok, I updated Arma 3 recently to newest patch and now, when I try my addon, all my units are spawned without uniform. Only one unit in rangemaster outfit is dressed. Helmets, vests and weapons stay as in config. Uniforms are removed from inventory, but they can be equiped using VAS. Nothing was changed before and after update, so I guess no problem there. Also other people trying my mod reports their uniforms alright. Other addons and vanilla units works well. I have no idea what's the cause of this. I checked config, everything ok there. Something about new version? Share this post Link to post Share on other sites
Garmagor 10 Posted January 2, 2014 (edited) Hey folks. I'm modding a specific campaign mission for my clan/group in which i want to include custom skinned vests and uniform. My main concern is that I don't want to force folks to go off to download any extra mod pbo files and instead hope to mount the 'modification' re-skins onto the mission pbo itself so they would download both the mission and the modifications for it in one go. This has essentially been going great as far as re skinning vehicles goes and I've also had luck with re-skinning the uniform the way i want and applying it by changing the soldier's 0 material with 'this setObjectTexture' - my problem comes over when trying to apply a custom texture to a vest because those are under the vehicle configurations. I've tried following stiltman's guide in which i basically just copied his suggested configuration and modifying the names and paths, but it doesn't seem to work. Heres what I did specifically: The custom uniform and vest textures are stored under a separate folder in the mission file: \images\soldier\U_idf_1_co.paa \images\soldier\V_idf_1_co.paa under my description.ext file which I understand is the configuration for the mission entirely I added the config suggested by stiltman, mine reads as follows: class CfgPatches { class example_vest_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_BLUFOR"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class V_IDFVest_1 : Vest_Base { scope = 2; displayName = "IDF Vest"; picture = "\A3\characters_f_Beta\Data\UI\icon_V__I_Vest_02_ca.paa"; model = "\A3\Characters_F_Beta\INDEP\equip_ia_vest02"; hiddenSelections[] = {"camo4"}; hiddenSelectionsTextures[] = {"images\soldier\V_idf_1_co.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F_Beta\INDEP\equip_ia_vest02"; containerClass = "Supply50"; mass = 20; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo4"}; }; }; }; Once I launch the game in the editor and also after creating a PBO and putting it on MPMissions and launching via the multiplayer host my soldier spawns with the uniform alright but not with the vest, it seems not to spawn in the inventory at all, which leads me to think something is wrong with my configuration? So here is my question, basically- what am I doing wrong here? Do I need to copy all the Independant vest textures? Did I type something wrong into the cfg fiels in my description.ext? Do I need to paste the configuration into a different file that isn't the description.ext? Is this impossible to impliment directly into the mission pbo? Any kind of help will be most welcome as I've not found anywhere that can explain this anywhere. Stiltman's tutorial was the only lead and it isn't very helpful to me simply because I haven't dealt with configurations before. Thanks for reading! edit: Also this is the init field for the soldier im testing applying the custom vest and uniform on: this setObjectTexture [0, "images\soldier\U_idf_1_co.paa"]; removevest this; this addvest "V_IDFVest_1"; removeheadgear this; this addheadgear "H_HelmetSpecB_blk"; removeallweapons this; this addweapon "arifle_TRG20_ACO_Flash_F"; this addmagazine ["30Rnd_556x45_Stanag",60]; Edited January 2, 2014 by Garmagor Share this post Link to post Share on other sites
surpher 1 Posted January 2, 2014 If you want to retexture vests and headgear I think you are going to need a mod pbo. I've never seen it done the way you are trying. Couple of other things Vest_Base is now Vest_Camo_Base and "camo4" should be "camo". Share this post Link to post Share on other sites
Garmagor 10 Posted January 2, 2014 Thanks for the quick reply. Essentially speaking I have been able to add in custom textures whenever they relate to an existing vehicle that I write into the mission.sqm file. It also works when you re-spawn the vehicle and mention the re-spawn to re-texture it obviously. However I am tending to agree towards your opinion here. But I would like to play with this further. Can you direct me towards a good tutorial or source on how I am supposed to compile up a mod pbo? Not as much as creating the PBO but rather about what files i need to include and in what structure?? I am uncertain where to start with this. I think that I just have to include a seperate file or perhaps there is a seperate file when creating a texture mod or mod of any kind really that is different from the description.ext file used in missions that I could include in the mission PBO and thus multiply it as both a mission and a mod file under one PBO. Share this post Link to post Share on other sites
surpher 1 Posted January 2, 2014 Here is a good guide. -> [Tutorial]Simple Re-texturing Guide (From Start To Finish) Basic folder structure: Mod folder\ data\ All the textures go in the data folder config.cpp Share this post Link to post Share on other sites
Garmagor 10 Posted January 2, 2014 Alright. So again, thanks for the quick reply Surp- I've tried to add the files onto the mission pbo and tweak with it but it doesn't seem to work as it seems to need to be binarized. I've been going through the step by step guide you've given me for assembling the modification file but it still seems not to work. I get a log on the same folder of the mod file pbo that reads as follows: Cannot register unknown string STR_STATE_HEALSOLDIER Cannot register unknown string STR_STATE_FIRST_AID Cannot register unknown string STR_UI_RADARRANGE Cannot register unknown string STR_ACTION_LAUNCHCM Cannot register unknown string STR_ACTION_NEXTCM Cannot register unknown string STR_USRACT_ACTION_CONTEXT Cannot register unknown string STR_USRACT_OPTICS_MODE Cannot register unknown string STR_USRACT_ZEROING_UP Cannot register unknown string STR_USRACT_ZEROING_DOWN Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11 Cannot register unknown string STR_DISP_LEFT Cannot register unknown string STR_DIFF_CAMERA_SHAKE Cannot register unknown string STR_FREETRACK Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON Cannot register unknown string STR_MSG_ADDON_NOT_FOUND Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Creating texture headers file... 2 texture headers saved to file "C:\Users\Garmagor\AppData\Local\Temp\ARMAaddons\project\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' Share this post Link to post Share on other sites
-TMN-Stump 10 Posted January 3, 2014 I have a question on assigning proxies in a config. I am trying to add both a "launcher" and "weapon" proxy to a backpack with the hope of secondary weapon or launcher being visible on the outside of a pack. So I copied both launcher and weapon proxies from the sample A3 character on to Kiory's sample Alice Pack using O2. I have tried "linkProxy" but to be completely honest I am just shooting in the dark and have no idea what i am doing. Heck my luck this isn't even possible through configs and I just spent the last few days chasing Unicorns. This was my last attempt witch ended in an error while trying to pack it in a PBO using the "Addon Builder for A3". So i think it was line 20 where I tried it this time under "class UniformSlotInfo". config.cpp #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class My_Backpacks { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { "A3_Weapons_F" }; }; }; class UniformSlotInfo //from here { slotType = 0; linkProxy = "\A3\Characters_F\Proxies\launcher"; }; // to here is what is what i added and it failed miserably class cfgVehicles { class ContainerSupply; class Bag_Base; class B_Bergen_Base; // External class reference class MY_Backpack : B_Bergen_Base { scope = public; class TransportMagazines{}; class TransportWeapons{}; isbackpack = 1; transportMaxWeapons = 1; transportMaxMagazines = 13; class DestructionEffects{}; displayName = "Alice Pack"; model = "\AP\AP_Bag.p3d"; vehicleClass = "Backpacks"; allowedSlots[] = {901}; }; }; So finally the question or I should say questions, is this possible using configs or am i wasting everyone's time? If it is possible can some one show me the correct way to "link a proxy"? I do appreciate the help in advance and please excuse my ignorance if this is question is in the the wrong spot. Stump Share this post Link to post Share on other sites
surpher 1 Posted January 3, 2014 Alright.So again, thanks for the quick reply Surp- I've tried to add the files onto the mission pbo and tweak with it but it doesn't seem to work as it seems to need to be binarized. I've been going through the step by step guide you've given me for assembling the modification file but it still seems not to work. I get a log on the same folder of the mod file pbo that reads as follows: Cannot register unknown string STR_STATE_HEALSOLDIER Cannot register unknown string STR_STATE_FIRST_AID Cannot register unknown string STR_UI_RADARRANGE Cannot register unknown string STR_ACTION_LAUNCHCM Cannot register unknown string STR_ACTION_NEXTCM Cannot register unknown string STR_USRACT_ACTION_CONTEXT Cannot register unknown string STR_USRACT_OPTICS_MODE Cannot register unknown string STR_USRACT_ZEROING_UP Cannot register unknown string STR_USRACT_ZEROING_DOWN Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11 Cannot register unknown string STR_DISP_LEFT Cannot register unknown string STR_DIFF_CAMERA_SHAKE Cannot register unknown string STR_FREETRACK Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON Cannot register unknown string STR_MSG_ADDON_NOT_FOUND Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Creating texture headers file... 2 texture headers saved to file "C:\Users\Garmagor\AppData\Local\Temp\ARMAaddons\project\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' Keep your mission and mod pbos separate. Share this post Link to post Share on other sites
Garmagor 10 Posted January 4, 2014 Yeah that log generated after i followed that tutorial and packed the mod like it says there. I'm not sure what exactly is wrong, is that tutorial maybe out of date? Share this post Link to post Share on other sites
surpher 1 Posted January 4, 2014 Yeah that log generated after i followed that tutorial and packed the mod like it says there.I'm not sure what exactly is wrong, is that tutorial maybe out of date? Lets see your full config.cpp, use the [noParse] [/noParse] tags to post it. Share this post Link to post Share on other sites
Isildur 10 Posted January 19, 2014 I have attempted to create a config file for my custom unit which are AAF, however, I have fully developed them, yet whenever I attempt to use BinPBO, it comes up with an error saying that there is something wrong :confused: , would anyone be willing to sift through it to find the error? thanks a bunch enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Isil_RPS_AAF { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_Beta"}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class headgear_helmet_canvas : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "RPS Helmet"; picture = "\A3\characters_f_beta\indep\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F_beta\indep\headgear_helmet_canvas"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Isil_RPS_AAF\Data\INDE_helmet_template.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F_beta\Indep\headgear_helmet_canvas"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; hiddenSelections[] = {"camo"}; }; }; }; class CfgPatches { class Isil_RPS_AAF { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_beta"}; }; }; class cfgWeapons { class Vest_Base; class VestItem; class equip_ia_vest01 : Vest_Base { scope = 2; displayName = "RPS vest"; picture = "\A3\characters_f_beta\Data\UI\icon_v_i_vest_01_ca.paa"; model = "\A3\Characters_F_beta\indep\equip_ia_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Isil_RPS_AAF\Data\INDE_equip_template.paa"}; class ItemInfo : VestItem { uniformModel = "\A3\Characters_F_beta\indep\equip_ia_vest01"; containerClass = "Supply120"; mass = 50; armor = 5*0.5; passThrough = 0.7; hiddenSelections[] = {"camo"}; }; }; }; enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class Isil_RPS_AAF { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F_beta"}; }; }; class CfgVehicles { class I_Soldier_base_F; class Example_Soldier_F : I_Soldier_base_F { _generalMacro = "I_Soldier_F"; scope = 2; displayName = "RPS AAF"; nakedUniform = "U_BasicBody"; uniformClass = "RPS_Soldier_F"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"Isil_RPS_AAF\Data\INDE_clothing_template.paa"}; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class RPS_Soldier_f : Uniform_Base { scope = 2; displayName = "RPS Uniform"; picture = "\A3\characters_f_beta\data\ui\icon_u_ir_combatuniform_rucamo_ca.paa"; model = "\A3\Characters_F_beta\indep\ia_soldier_01"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; containerClass = "Supply40"; mass = 90; //how much it weights }; }; }; Share this post Link to post Share on other sites
pettka 694 Posted January 24, 2014 I have attempted to create a config file for my custom unit which are AAF, however, I have fully developed them, yet whenever I attempt to use BinPBO, it comes up with an error saying that there is something wrong :confused: , would anyone be willing to sift through it to find the error? thanks a bunch It seems like You have all the stuff in one single file, don't You? That may cause the issues because some of the classes (eg. class CfgPatches) are defined more than once. Try to take a look at the destination folder for a .log file with name of the directory You are packing, it could help You to find the issue :icon_twisted: Share this post Link to post Share on other sites
ross514 10 Posted January 27, 2014 armor = 3*0.5; please advise, what what is the meaning of these values in the config ie "3*" relates to..... "0.5" means .... thusly Share this post Link to post Share on other sites
-TMN-Stump 10 Posted January 27, 2014 armor = 3*0.5; please advise, what what is the meaning of these values in the config ie "3*" relates to..... "0.5" means .... thusly This is probably not much help but one of the only places I have found info on the armor value was from here http://tactical.nekromantix.com/wiki/doku.php?id=arma3:config:ravendk-vest-config-example "armor = "5*0.5"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through" I think i have another link saved on my computer, will check tonight when i get home. Share this post Link to post Share on other sites
ross514 10 Posted January 28, 2014 (edited) Stump;2609562']This is probably not much help but one of the only places I have found info on the armor value was from herehttp://tactical.nekromantix.com/wiki/doku.php?id=arma3:config:ravendk-vest-config-example "armor = "5*0.5"; // if bodyarmor various calues can be used passThrough = 0.7; // how much the vest stops a bullet going through" I think i have another link saved on my computer' date=' will check tonight when i get home.[/quote'] this is all I have found as well, passthrough makes sence as 0.7 would mean a 70% reduction in penetration, the armor figures I would really like a breakdown on what they mean Edited January 28, 2014 by Ross514 Share this post Link to post Share on other sites
x3kj 1247 Posted January 31, 2014 (edited) 5*0.5=2.5 i dont remember where, but i found one config with armor="5*GlobalArmorCoef" or something like that. Propably easiest way to try if this is true is testing vests with "5*0.5", "2*1.25" and "2.5". If they all have the same protection then you got it. this "number+operator+number" is used in torque ratios as well for example, only its division: "1200/2400" = 0.5 I'd say they wanted a global variable as modifier that they could change around instead of changing each armor type but didnt do it in the end for whatever reason. *shrug* Edited January 31, 2014 by Fennek Share this post Link to post Share on other sites
ross514 10 Posted February 2, 2014 ahh that would make sense Ill try that thank you, I remember a script for popping a hint displaying damage too I'll have this figured soon Share this post Link to post Share on other sites
Mickyan 10 Posted February 9, 2014 Has anyone figured out how to work with armor ever since they updated the damage model? Making vests using the old configs apparently gives no protection Extracting the one of the arma3 .pbo I noticed that in a config.bin files there are a some unknown variables such as HitPoints, HitHead, HitHands etc, but I don't know what the actual syntax or proper values are. Would be nice if BIS gave us an update on this Share this post Link to post Share on other sites
saetheer 9 Posted February 9, 2014 Why can't I add ACRE radioes into the backpack? class FTL_pack: B_AssaultPack_rgr { scope = 2; displayName = "FTL Pack"; class TransportItem { class item1{ Item = "ACRE_PRC148"; count = 1; }; class item2{ Item = "ACRE_PRC119"; count = 1; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted February 9, 2014 Try class FTL_pack: B_AssaultPack_rgr { scope = 2; displayName = "FTL Pack"; class TransportItems { class item1{ name = "ACRE_PRC148"; count = 1; }; class item2{ name = "ACRE_PRC119"; count = 1; }; }; }; Share this post Link to post Share on other sites
zurf3r 10 Posted February 16, 2014 Hello! First time attempting too mod/reskin arma, was wondering if anyone could check the config and see if theres anything wrong. And also, how would I spawn the item ingame after ive packed it into a pbo? Oh, and would i need to create a model.cfg for the retexture? enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class example_helmet_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class HeadgearItem; class T1_Beret : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "TEST"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\A3\Characters_F_Epb\BLUFOR\headgear_beret01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"TEST\data\test_beret02_co.paa"}; class ItemInfo : HeadgearItem { mass = 100; uniformModel = "\A3\Characters_F_Epb\BLUFOR\headgear_beret01"; modelSides[] = {3, 1}; armor = 0; passThrough = 0; hiddenSelections[] = {"camo"}; }; }; }; Share this post Link to post Share on other sites
surpher 1 Posted February 17, 2014 Looks fine, to spawn them in game use the removeHeadgear command to remove existing headgear from a unit, and the addHeadgear command to add your headgear. You don't need a model.cfg. Share this post Link to post Share on other sites
zurf3r 10 Posted February 17, 2014 (edited) Alright, cool. My texture doesnt seem to be packing itself into the .pbo, does it have too be in a specific hierachy or something similar? Also, what name would I use too spawn the item with the custom texture applied too it? Edited February 17, 2014 by zurf3r Share this post Link to post Share on other sites