viper[cww] 14 Posted May 9, 2013 Will check to see if it works soon, regarding uniformClass, should I just remove it? so it inherits from the original one. Share this post Link to post Share on other sites
surpher 1 Posted May 9, 2013 If you inherit from U_B_Wetsuit I think it will use original textures, try it and see. Share this post Link to post Share on other sites
viper[cww] 14 Posted May 10, 2013 (edited) Well the unit now loads in the editor, and yeah it seems to inherit the original texture, will test without a uniformClass and with uniformClass ="UK_ATACS_Uniform"; Edit: Oh derp..... Just noticed I had two... uniformClass in the above code... lol Edit2: Noticed that when transitioning in water the diver has the default breast stroke of normal soldiers as oppose to the divers flipper kick. Edited May 10, 2013 by VIPER[CWW] Share this post Link to post Share on other sites
viper[cww] 14 Posted May 31, 2013 Any clue on that last update? Divers don't use their flippers but rather breaststroke like other soldiers. Share this post Link to post Share on other sites
surpher 1 Posted May 31, 2013 Just your divers, original divers ok? Share this post Link to post Share on other sites
viper[cww] 14 Posted June 1, 2013 Yeah, just my divers seem affected by it. It's as if they're normal soldiers even though respirator/goggles and flippers are equipped (also they drown if left under for too long). Share this post Link to post Share on other sites
surpher 1 Posted June 1, 2013 You must have something missing or extra in your diver class. Share this post Link to post Share on other sites
viper[cww] 14 Posted June 5, 2013 Yeah, that's what I thought, here's how it looks in the config: class B_Soldier_diver_base_F: B_soldier_base_F { _generalMacro = "B_diver_F"; scope = 2; displayName = "Diver (Day)"; model = "\A3\characters_F\Common\diver_slotable"; cost = 50000; camouflage = 2; modelSides[] = {3,1}; }; class VIPRR_DiverA: B_Soldier_diver_base_F { _generalMacro = "B_diver_F"; scope = 2; displayName = "Diver (Day)"; nakedUniform = "U_BasicBody"; uniformClass = "UK_ATACS_DiverB"; vehicleClass = "MenDiver"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa"}; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa","\A3\characters_f\data\visors_ca.paa"}; weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; modelSides[] = {3,1}; identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"}; faction = "UK_VIPRR_ATACS"; side = 1; model = "\A3\characters_F\Common\diver_slotable"; icon = "iconMan"; linkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; genericNames = "NATOMen"; }; class VIPRR_DiverB: B_Soldier_diver_base_F { _generalMacro = "B_diver_F"; scope = 2; displayName = "Diver (Night)"; nakedUniform = "U_BasicBody"; uniformClass = "UK_ATACS_DiverA"; vehicleClass = "MenDiver"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa"}; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa","viprr_atacs\data\diver_equip_atacs_co.paa","\A3\characters_f\data\visors_ca.paa"}; weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; modelSides[] = {3,1}; identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"}; faction = "UK_VIPRR_ATACS"; side = 1; model = "\A3\characters_F\Common\diver_slotable"; icon = "iconMan"; linkedItems[] = {"UK_ATACS_DiverA","UK_ATACS_Rebreather_Night","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"UK_ATACS_DiverA","UK_ATACS_Rebreather_Night","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; genericNames = "NATOMen"; }; Share this post Link to post Share on other sites
surpher 1 Posted June 6, 2013 Are you are missing uniformType = "Neopren"; from your uniform class and vestType = "Rebreather"; from your vest class? if so add them to the relevant ItemInfo child class. Uniform: class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_diver_F"; containerClass = "Supply90"; uniformType = "Neopren"; //Add this mass = 90; }; Vest: class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\Common\equip_rebreather"; containerClass = "Supply0"; mass = 130; vestType = "Rebreather"; //Add this hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"}; armor = "5*0.2"; passThrough = 0.8; }; Share this post Link to post Share on other sites
viper[cww] 14 Posted June 6, 2013 Added the above parts, the diver now has the ability to use his flippers and rebreather but he's also reverted back to base textures. Here's everything in the Uniform and Vest code. Uniform: class UK_ATACS_DiverA: Uniform_Base { scope = 2; displayName = "ATACS Diver (Night)"; picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_clothing.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_diver_F"; containerClass = "Supply90"; uniformType = "Neopren"; mass = 90; }; }; Vest: class UK_ATACS_Rebreather_Day: Vest_Base { scope = 2; displayName = "ATACS Rebreather (Day)"; picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_vest.paa"; model = "\A3\Characters_F\common\equip_rebreather"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_equip_atacs_co2.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\Common\equip_rebreather"; containerClass = "Supply0"; mass = 130; vestType = "Rebreather"; armor = "5*0.2"; passThrough = 0.8; }; }; Share this post Link to post Share on other sites
surpher 1 Posted June 6, 2013 (edited) uniformClass = "B_diver_F"; needs to be your diver class. The rebreather also has extra hiddenselections. class V_RebreatherB: Vest_Base { scope = 2; displayName = "$STR_A3_V_RebreatherB0"; picture = "\A3\characters_f\Data\UI\icon_V_RebreatherB_CA.paa"; model = "\A3\Characters_F\Common\equip_rebreather"; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"}; hiddenSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F\Common\equip_rebreather"; containerClass = "Supply0"; mass = 130; vestType = "Rebreather"; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\common\data\diver_equip_nato_co.paa","\A3\characters_f\data\visors_ca.paa"}; armor = "5*0.2"; passThrough = 0.8; }; }; Edited June 6, 2013 by surpher Share this post Link to post Share on other sites
viper[cww] 14 Posted June 6, 2013 So: class VIPRR_DiverA: B_Soldier_diver_base_F { _generalMacro = "B_diver_F"; scope = 2; displayName = "Diver (Day)"; nakedUniform = "U_BasicBody"; [b]uniformClass = "B_diver_F";[/b] vehicleClass = "MenDiver"; hiddenSelections[] = {"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa"}; hiddenUnderwaterSelections[] = {"hide"}; shownUnderwaterSelections[] = {"unhide","unhide2"}; hiddenUnderwaterSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co2.paa","viprr_atacs\data\diver_equip_atacs_co2.paa","\A3\characters_f\data\visors_ca.paa"}; weapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; respawnWeapons[] = {"arifle_SDAR_F","hgun_P07_F","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; respawnMagazines[] = {"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","20Rnd_556x45_UW_mag","SmokeShell"}; modelSides[] = {3,1}; identityTypes[] = {"Language_DE_EP1","Head_NATO","G_NATO_diver"}; faction = "UK_VIPRR_ATACS"; side = 1; model = "\A3\characters_F\Common\diver_slotable"; icon = "iconMan"; linkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"UK_ATACS_DiverB","UK_ATACS_Rebreather_Day","G_Diving","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; genericNames = "NATOMen"; }; Or this: class B_diver_F: B_Soldier_diver_base_F Share this post Link to post Share on other sites
surpher 1 Posted June 6, 2013 No uniformClass = "B_diver_F"; should be uniformClass = "VIPRR_DiverA"; class UK_ATACS_DiverA: Uniform_Base { scope = 2; displayName = "ATACS Diver (Night)"; picture = "\viprr_atacs\data\ui\Icon_UK_ATACS_clothing.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"viprr_atacs\data\diver_suit_atacs_co.paa"}; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "VIPRR_DiverA"; containerClass = "Supply90"; uniformType = "Neopren"; mass = 90; }; }; Share this post Link to post Share on other sites
viper[cww] 14 Posted June 6, 2013 (edited) Oh I see, so that's why it went back to default textures, will adjust and retest shortly, cheers surpher! ---------- Post added at 22:07 ---------- Previous post was at 21:02 ---------- Uniform is fine, Rebreather is using the original textures though. Edited June 6, 2013 by VIPER[CWW] Share this post Link to post Share on other sites